Before if you wanted to change an item’s stats, you’d have to change the values of every single copy of the item. Then that Scriptable Object is referenced by all copies of the item. In the above example, a single Scriptable Object can be used to define what the different properties of an item are. Then the Scriptable Objects are created from that template, which are then used by Unity game objects. ![]() The Unity developer creates a basic template for these containers, defining what information each object should contain. And what are Scriptable Objects? Simply put, they are data containers. To make things easier in a situation like this, you have Scriptable Objects at your disposal. Even if you’re not in a team, this method would just be harder on you as you work. This especially becomes an issue if you have a larger team to work with, so you’ll want to make things easier to change for other team members. In addition, if you must make any changes to the in-game objects, it’s simply not as efficient to do so when there are several copies of prefabs lying around. ![]() For starters, this method uses up more of your memory, something you may need to conserve if you plan on making a large game. While you could use Unity prefabs to do this and then change the values of each individual copy of the prefab, this is an inconvenient way to go about the task. Suppose you’re making a role-playing video game and you need an easier way to assign statistics, properties, and much more to various items.
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