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In this Unity tutorial we learn how to use ScriptableObject based events in order to create a simple, easy to edit and assign via the Inspector workflow that keeps game logic decoupled and hopefully should prove scalable in the long term.
Using events in C# is a well known pattern but here we add a little bit of additional Unity specific context by turning those events into ScriptableObject assets and having them call Unity Events, which are essentially serializable function calls which we can wire up via the Inspector.
This talk is based closely on the talk Unite Austin 2017 - Game Architecture With Scriptable Objects by Ryan Hipple of Schell Games (no relation lol), you can find that talk here: • Unite Austin 2017 - Game Architecture with...
You can also find the link to Hipple's Github with the code shown in the video here: https://github.com/roboryantron/Unite...
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