![]() Such a script might look like this: using UnityEngine ![]() Prefabs can be used for these items, and can be easily unit tested by simply plugging in a specific state in to a custom Unit Test ScriptableObject. A single ScriptableObject can be created, and placed in to each object that cares about the state. Using a Scriptable Object can be the cleanest way to do this. The biggest difference is it is more expensive to do a search for a type of component then it is to reference a singleton interface. Using a single component and sharing it out has similar difficulties as a singleton, although it can work a bit better. With a static object, there are no really ways you can directly test this, at best you can add a new component that reads the static and changes the values, but that can be unclean. For instance, what happens if you have a score board, and you want to test that it is working right. The also suffer from a difficulty in testing individual components. They can change the entire system, but it can sometimes be unclear what in the system can change things. If one changes the code, Unity cannot hot swap the state. Static Interfaces are not well supported in Unity. There are basically 3 ways that you can do that: use a static object or Singleton, use a single component that keeps the state, or use scriptable objects. Let’s say that you have a score that many different objects need to know in the game. One of the simplest uses of Scriptable Objects is that of a shared state. Materials are actually Scriptable Objects, along with several other components in the Unity Architecture. ScriptableObjects do not have all of the same states that Monobehaviors do, they can be validated, but do not have the Update/Start/Etc methods required by MonoBehavior. Instead of inheriting from MonoBehavior, inherit from ScriptableObjects. These are essentially very light weight components, allowing one to edit them in the editor, set pre-defined states, and place them in components as required. SceneIndex will also return -2 if the scene is assigned but not in the build settings.Unity has a rarely used feature known as Scriptable Objects. IMPORTANT : If no scene is assigned, SceneName and ScenePath return null as expected, but SceneIndex returns -2, because as explained here, Scene.buildIndex already returns -1 if the scene comes from an AssetBundle. ![]() You can also directly get all three values (name, path, or build index) through public properties : SceneName, ScenePath, and SceneIndex. As a "default" option, LoadAsync() is a shortcut that will attempt to use the build index, or the scene's path if the build index is unavailable or invalid. ![]() Step 3 : You can then use one of the LoadAsync methods directly from the ScriptableObject like you'd do with SceneManagement : LoadAsyncFromName(), LoadAsyncFromPath(), and LoadAsyncFromBuildIndex(). Step 2 : Directly assign a scene on the ScriptableObject, while the Editor script automatically saves the corresponding name, path and build index. Step 1 : Add using ZeShmouttsAssets.DataContainers at the top with the other usings.
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