Makes using Scriptable Objects as a fundamental part of your architecture in Unity super easy. Forked from Daniel Everland's ScriptableObject-Architecture
Based on Ryan Hipple's 2017 Unite talk
Reading Daniel's Quick Start Page is recommended!
Note
This is GnomeCap's fork of Daniel Everland's ScriptableObject-Architecture package. Suited to our needs. Use with a grain of salt 😎
- Added simple editor to see what GameObject Components are referencing scriptable events, collections, and variables
- Added a Unity Action to allow a script with a reference to a GameEventListener to subscribe to EventRaised without having to use the Inspector GUI.
- Formatted as a package for potential OpenUPM Integration
- Reorganized CreateAssetMenu items to go under "ScriptableObjectArchitecture" tab more neatly.
- Implemented pull request #170
- Implemented pull reuest #157
- Implemented pull request #156
- Automatic Script Generation
- Variables - All C# primitives
- Clamped Variables
- Variable References
- Typed Events
- Runtime Sets
- Custom Icons
Visual debugging of events
Full stacktrace and editor invocation for events
Custom icons
Easy and automatic script generation
For a more detailed explanation, please read the Quick Start Page
There are three ways you can install this package
- Unity Asset Store
- .unitypackage from Releases
- Unity package manager introduced in 2017.2
- OpenUPM
Simply modify your manifest.json file found at /PROJECTNAME/Packages/manifest.json by including the following line
{
"dependencies": {
...
"com.danieleverland.scriptableobjectarchitecture": "https://github.com/DanielEverland/ScriptableObject-Architecture.git#release/stable",
...
}
}



