Basic Use

Using the Wizard

In the top menu, go to Primitive > Scriptable Object Suite > Class Object Wizard. It will open the following window:

Let’s go over each field in detail:

  • Type Name: Name of your class
  • Menu Access: Defines the path in the Unity top menu to access the window in which you will edit the data
  • Objects Folder: Relative path to your project root where your different objects of this type will be stored
  • Scripts Folder: Relative path to your project root where the classes will be generated
  • Fields: This is where you define each field that you type contains
    • Click the Add Field button to add a new field
    • For each field, input the type of your field and the name of your field.
      The type can be selected inside the dropdown list. If you need another type not present in this list, check the “Cust Type” toggle.
      The Load on Demand toggle is defined in the advanced use section
    • You can remove the field using the « – » button
    • Click the Clear Fields button to remove all the fields
  • Class Preview: You can open this to check the class that will be generated

Hit the « Generate » button once you’re done. This will create 2 files:

  • A class that contains the definition of a new type with all the fields you’ve defined above
  • An editor class that allows you to open a window to create and edit objects of that type

 


Creating and editing objects

  • You can now open the edition window using the Menu Access you’ve defined in the wizard:

  • You can create a new object using the « New <YourType> » button:

  • You can now edit all the data for this object
    • Save your data using the Save button
    • Duplicate or Delete your object using the Duplicate / Delete buttons
    • The Revert button will revert your object to its values before your last Save

 

  • Use the filter field above the « New <YourType> » button to filter your objects by name

 

  • Objects are stored inside the directory you defined in the wizard:

 


Manually editing your classes

  • There’s no dark magic behind Scriptable Object Suite, you can simply edit you classes after they’ve been generated by the wizard. Go to the Scripts Directory you defined in the wizard to find your object class. Here’s the example of our GameCharacter class we created in the previous chapter:
    public class GameCharacter: ScriptableObjectExtended
    {
    	public int HP;
    	public int MP;
    	public float Strength;
    	public float Armor;
    	public GameObject Prefab;
    }
  • Feel free to add / edit your fields at will
    • Warning: Changing a field type of name will erase all data regarding this field on all objects of this type
    • Feel free to also add a default values for your fields

 

Next: Advanced Use