I Created This utility scans your project for all ScriptableObject types and lets you search, filter, and instantly create assets — all within one clean, professional editor window.
#indiegame #gamedev #indiegamedev #indiedev #gaming #indiegames #d #videogames #unity #game
#indiegame #gamedev #indiegamedev #indiedev #gaming #indiegames #d #videogames #unity #game
November 4, 2025 at 6:37 AM
I Created This utility scans your project for all ScriptableObject types and lets you search, filter, and instantly create assets — all within one clean, professional editor window.
#indiegame #gamedev #indiegamedev #indiedev #gaming #indiegames #d #videogames #unity #game
#indiegame #gamedev #indiegamedev #indiedev #gaming #indiegames #d #videogames #unity #game
Procedural Weapon Generator: A ScriptableObject based procedural weapon generator, with support for adding your own weapon parts! 🪓⚔️
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #unity #assetstore #itchio #gameassets
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #unity #assetstore #itchio #gameassets
October 14, 2025 at 2:35 PM
Procedural Weapon Generator: A ScriptableObject based procedural weapon generator, with support for adding your own weapon parts! 🪓⚔️
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #unity #assetstore #itchio #gameassets
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #unity #assetstore #itchio #gameassets
Procedural Weapon Generator: A ScriptableObject based procedural weapon generator - with support for adding your own weapon parts! 🪓⚔️
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #unity #assetstore #itchio #gameassets
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #unity #assetstore #itchio #gameassets
September 23, 2025 at 1:29 PM
Procedural Weapon Generator: A ScriptableObject based procedural weapon generator - with support for adding your own weapon parts! 🪓⚔️
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #unity #assetstore #itchio #gameassets
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #unity #assetstore #itchio #gameassets
But when I call this, the ScriptableObject is NULL in the array that LoadAllAssetsAtPath returns?
But after a while, after switching back and forth between different assets in the inspector sometimes this then suddenly works again? 2/
But after a while, after switching back and forth between different assets in the inspector sometimes this then suddenly works again? 2/
October 30, 2024 at 11:17 AM
But when I call this, the ScriptableObject is NULL in the array that LoadAllAssetsAtPath returns?
But after a while, after switching back and forth between different assets in the inspector sometimes this then suddenly works again? 2/
But after a while, after switching back and forth between different assets in the inspector sometimes this then suddenly works again? 2/
[Procedural Weapon Generator]: A ScriptableObject based procedural weapon generator - with support for adding your own weapon parts! 🪓⚔️
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #gameassets #assetstore
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #gameassets #assetstore
August 6, 2025 at 3:18 PM
[Procedural Weapon Generator]: A ScriptableObject based procedural weapon generator - with support for adding your own weapon parts! 🪓⚔️
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #gameassets #assetstore
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #gameassets #assetstore
ScriptableObjectでイベントを発火する仕組み、前にSRPGでやった時にイベントの流れのデバッグがやりづらすぎてすごい苦手意識を持ったんだけど、脱出ゲームみたいなクリックしてイベントを発火する形式(イベントが他と疎な形)なら独立して何をやるかが明確になるから、むしろこっちの方が良いかもしれない
November 6, 2025 at 11:40 AM
ScriptableObjectでイベントを発火する仕組み、前にSRPGでやった時にイベントの流れのデバッグがやりづらすぎてすごい苦手意識を持ったんだけど、脱出ゲームみたいなクリックしてイベントを発火する形式(イベントが他と疎な形)なら独立して何をやるかが明確になるから、むしろこっちの方が良いかもしれない
Modifying a ScriptableObject at runtime changes its asset file. Avoid unintended data changes by cloning it with Instantiate() before using it for runtime data. #Unity #UnityTips #gamedev
February 14, 2025 at 4:03 PM
Modifying a ScriptableObject at runtime changes its asset file. Avoid unintended data changes by cloning it with Instantiate() before using it for runtime data. #Unity #UnityTips #gamedev
#Unity
github.com/tadosuke/uni...
先日公開した『斜方蹴射』の改良・リファクタリングが一通り終わりました。
(※ゲームの見た目はさほど変わっていないので省略します)
- GameManager スクリプトを分割
- 定数・ゲーム内変数について、ScriptableObject を使うようにした
- イベント通知に UnityEvent を使うようにした
- タイトルテキストを日本語化(そのためのフォントアセットを作成)
- タイトル・リザルト画面に UIToolkit を使うようにした
github.com/tadosuke/uni...
先日公開した『斜方蹴射』の改良・リファクタリングが一通り終わりました。
(※ゲームの見た目はさほど変わっていないので省略します)
- GameManager スクリプトを分割
- 定数・ゲーム内変数について、ScriptableObject を使うようにした
- イベント通知に UnityEvent を使うようにした
- タイトルテキストを日本語化(そのためのフォントアセットを作成)
- タイトル・リザルト画面に UIToolkit を使うようにした
Release v2.1 · tadosuke/unity_shahou
タイトルテキストを日本語化
タイトル・リザルト画面に UIToolkit を使うようにした
github.com
September 23, 2024 at 1:46 PM
#Unity
github.com/tadosuke/uni...
先日公開した『斜方蹴射』の改良・リファクタリングが一通り終わりました。
(※ゲームの見た目はさほど変わっていないので省略します)
- GameManager スクリプトを分割
- 定数・ゲーム内変数について、ScriptableObject を使うようにした
- イベント通知に UnityEvent を使うようにした
- タイトルテキストを日本語化(そのためのフォントアセットを作成)
- タイトル・リザルト画面に UIToolkit を使うようにした
github.com/tadosuke/uni...
先日公開した『斜方蹴射』の改良・リファクタリングが一通り終わりました。
(※ゲームの見た目はさほど変わっていないので省略します)
- GameManager スクリプトを分割
- 定数・ゲーム内変数について、ScriptableObject を使うようにした
- イベント通知に UnityEvent を使うようにした
- タイトルテキストを日本語化(そのためのフォントアセットを作成)
- タイトル・リザルト画面に UIToolkit を使うようにした
my studying pattern is looking up a step-by-step beginner's tutorial and then pausing to lookup why it's called MonoBehaviour then finding out it's because it's not a ScriptableObject and then finding an explanation vid of the differences and then seeing 'decorators' from a comment and
June 26, 2025 at 10:13 AM
my studying pattern is looking up a step-by-step beginner's tutorial and then pausing to lookup why it's called MonoBehaviour then finding out it's because it's not a ScriptableObject and then finding an explanation vid of the differences and then seeing 'decorators' from a comment and
前回のu1wはFC風に拘って、見た目だけじゃなくてシステムの一部にも制限を付けたりしました。
(float、数学関数、ScriptableObjectなどの禁止)
まあ、今となってはこの制限はあまり意味がないですし今回は時間も少ないので見た目だけFC風にして進める事にしましょう😓
(float、数学関数、ScriptableObjectなどの禁止)
まあ、今となってはこの制限はあまり意味がないですし今回は時間も少ないので見た目だけFC風にして進める事にしましょう😓
April 14, 2025 at 10:58 AM
前回のu1wはFC風に拘って、見た目だけじゃなくてシステムの一部にも制限を付けたりしました。
(float、数学関数、ScriptableObjectなどの禁止)
まあ、今となってはこの制限はあまり意味がないですし今回は時間も少ないので見た目だけFC風にして進める事にしましょう😓
(float、数学関数、ScriptableObjectなどの禁止)
まあ、今となってはこの制限はあまり意味がないですし今回は時間も少ないので見た目だけFC風にして進める事にしましょう😓
#Unity #ゲーム制作 #indiegame
昨日csvだと言ったな、アレは嘘だ!
データはScriptableObjectで作っていたので、せっかくならUnity上で見たり変更できないかと、拡張をしてみました!
ちゃんと変更も反映されるよ!
昨日csvだと言ったな、アレは嘘だ!
データはScriptableObjectで作っていたので、せっかくならUnity上で見たり変更できないかと、拡張をしてみました!
ちゃんと変更も反映されるよ!
July 18, 2025 at 6:09 AM
#Unity #ゲーム制作 #indiegame
昨日csvだと言ったな、アレは嘘だ!
データはScriptableObjectで作っていたので、せっかくならUnity上で見たり変更できないかと、拡張をしてみました!
ちゃんと変更も反映されるよ!
昨日csvだと言ったな、アレは嘘だ!
データはScriptableObjectで作っていたので、せっかくならUnity上で見たり変更できないかと、拡張をしてみました!
ちゃんと変更も反映されるよ!
Procedural Weapon Generator: A ScriptableObject based weapon generator, with support for adding your own weapon parts! 🪓⚔️
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #gameassets #assetstore #itchio
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #gameassets #assetstore #itchio
September 1, 2025 at 2:40 PM
Procedural Weapon Generator: A ScriptableObject based weapon generator, with support for adding your own weapon parts! 🪓⚔️
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #gameassets #assetstore #itchio
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #gameassets #assetstore #itchio
LOL, solved! There actually was another instance of this ScriptableObject buried deep in the project containing a list of exactly 74 nulls.
Talk about testing and refactoring leftovers lying around in some strange places in the project... 😅
Talk about testing and refactoring leftovers lying around in some strange places in the project... 😅
August 30, 2024 at 10:01 AM
LOL, solved! There actually was another instance of this ScriptableObject buried deep in the project containing a list of exactly 74 nulls.
Talk about testing and refactoring leftovers lying around in some strange places in the project... 😅
Talk about testing and refactoring leftovers lying around in some strange places in the project... 😅
ほぼメモ目的の記事
【Unity】簡潔に書けるシングルトン?な ScriptableObject の実装方法の紹介 qiita.com/Yamara/items... #Qiita @MantleHatより
【Unity】簡潔に書けるシングルトン?な ScriptableObject の実装方法の紹介 qiita.com/Yamara/items... #Qiita @MantleHatより
【Unity】簡潔に書けるシングルトンな ScriptableObject の実装方法の紹介 - Qiita
概要ScriptableObject は設定やデータ管理に利用できるため、シングルトンで取り扱いたい場面もあるかと思います。そこで今回は、私がよく使うシングルトンな ScriptableObje…
qiita.com
January 26, 2025 at 2:30 PM
ほぼメモ目的の記事
【Unity】簡潔に書けるシングルトン?な ScriptableObject の実装方法の紹介 qiita.com/Yamara/items... #Qiita @MantleHatより
【Unity】簡潔に書けるシングルトン?な ScriptableObject の実装方法の紹介 qiita.com/Yamara/items... #Qiita @MantleHatより
Now, to translate the CSV to a Scriptable Object!
The code references where your CSV is saved, and splits the values where commas are.
Then, creates and saves it in a Scriptable Object.
And voila! You have extracted your data! Hope I could help #gamedev and #indiedev out a bit 💚
Code in alt text!
The code references where your CSV is saved, and splits the values where commas are.
Then, creates and saves it in a Scriptable Object.
And voila! You have extracted your data! Hope I could help #gamedev and #indiedev out a bit 💚
Code in alt text!
September 19, 2024 at 11:13 AM
#UnityTip:
If you have a set of fields (that don't change at runtime) to "tune" a MonoBehaviour on a GameObject, consider adding them to a ScriptableObject that you reference from the MonoBehaviour
This is better for performance, especially if that GameObject gets Instatiated many times at runtime
If you have a set of fields (that don't change at runtime) to "tune" a MonoBehaviour on a GameObject, consider adding them to a ScriptableObject that you reference from the MonoBehaviour
This is better for performance, especially if that GameObject gets Instatiated many times at runtime
August 16, 2023 at 9:26 PM
#UnityTip:
If you have a set of fields (that don't change at runtime) to "tune" a MonoBehaviour on a GameObject, consider adding them to a ScriptableObject that you reference from the MonoBehaviour
This is better for performance, especially if that GameObject gets Instatiated many times at runtime
If you have a set of fields (that don't change at runtime) to "tune" a MonoBehaviour on a GameObject, consider adding them to a ScriptableObject that you reference from the MonoBehaviour
This is better for performance, especially if that GameObject gets Instatiated many times at runtime
Even more funny, is the fact that I made the crafting system in a way that reuses 5 year old code I made for my building system.
Where you just define a resource cost as a scriptableObject, pairing together the item type and amount.
And I'll be reusing it for future projects :)
#indiegame #reuse
Where you just define a resource cost as a scriptableObject, pairing together the item type and amount.
And I'll be reusing it for future projects :)
#indiegame #reuse
March 13, 2025 at 6:42 PM
Even more funny, is the fact that I made the crafting system in a way that reuses 5 year old code I made for my building system.
Where you just define a resource cost as a scriptableObject, pairing together the item type and amount.
And I'll be reusing it for future projects :)
#indiegame #reuse
Where you just define a resource cost as a scriptableObject, pairing together the item type and amount.
And I'll be reusing it for future projects :)
#indiegame #reuse
[Procedural Weapon Generator]: A ScriptableObject based procedural weapon generator, with support for adding your own weapon parts! 🪓⚔️
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #unity3d #assetstore
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #unity3d #assetstore
May 22, 2025 at 3:11 PM
[Procedural Weapon Generator]: A ScriptableObject based procedural weapon generator, with support for adding your own weapon parts! 🪓⚔️
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #unity3d #assetstore
Asset Store -> prf.hn/click/camref... (Affiliate Link)
itch -> awtdev.itch.io/procedural-w...
#gamedev #indiedev #unity #unity3d #assetstore
#UnityTips
Do you have components with many settings that are spread troughout your scene?
It could be useful to put the settings into a ScriptableObject. Change all instances of that component at once, even at runtime.
Different settings? Different SO!
#gamedev #indiedev
Do you have components with many settings that are spread troughout your scene?
It could be useful to put the settings into a ScriptableObject. Change all instances of that component at once, even at runtime.
Different settings? Different SO!
#gamedev #indiedev
December 12, 2023 at 12:29 PM
#UnityTips
Do you have components with many settings that are spread troughout your scene?
It could be useful to put the settings into a ScriptableObject. Change all instances of that component at once, even at runtime.
Different settings? Different SO!
#gamedev #indiedev
Do you have components with many settings that are spread troughout your scene?
It could be useful to put the settings into a ScriptableObject. Change all instances of that component at once, even at runtime.
Different settings? Different SO!
#gamedev #indiedev
The proxy is a ScriptableObject, so it can be serialized/referenced everywhere. It forwards all interface calls to the concrete and at runtime it locates the concrete instance (e.g. PlayerController) on first access. So there is a runtime operation involved here, but it's cheap :)
July 8, 2025 at 5:51 AM
The proxy is a ScriptableObject, so it can be serialized/referenced everywhere. It forwards all interface calls to the concrete and at runtime it locates the concrete instance (e.g. PlayerController) on first access. So there is a runtime operation involved here, but it's cheap :)
modding scrap mechanic! i need to destroy some stuff after my modded shape (~block) has been destroyed, so i was trying to create a ScriptableObject (scrapmechanic.com/api/class_Ga...) that handles the destruction but somehow that's just not working
July 23, 2025 at 12:49 PM
modding scrap mechanic! i need to destroy some stuff after my modded shape (~block) has been destroyed, so i was trying to create a ScriptableObject (scrapmechanic.com/api/class_Ga...) that handles the destruction but somehow that's just not working
but then the campaign maps get imported into an assetbundle which means they go into a scriptableobject, and then.. the unity front end repackages that data into a byte array, at runtime lol, which then the blackbox then interprets again, at runtime. lol.
October 19, 2024 at 9:06 PM
but then the campaign maps get imported into an assetbundle which means they go into a scriptableobject, and then.. the unity front end repackages that data into a byte array, at runtime lol, which then the blackbox then interprets again, at runtime. lol.
5/🧵 You usually have collections of objects that are used by things like spawners. Don't put those in a list on the spawner. Make a ScriptableObject that holds your lists. Your spawners can all reference the same SO, and they'll stay in sync with changes to the list. (This works for lots of data)
January 3, 2025 at 10:34 PM
5/🧵 You usually have collections of objects that are used by things like spawners. Don't put those in a list on the spawner. Make a ScriptableObject that holds your lists. Your spawners can all reference the same SO, and they'll stay in sync with changes to the list. (This works for lots of data)