Nice to have a mature presenter clearly explaining a concept in an objective/helpful manner. 30 minutes of a good teacher > 30 hours of a rambling developer.
Really nice pertinent and clear, i loved it. Also , when he said ''Our game will have NPCs, like any good game, we want to kill our NPCs '' those flash back from Elder's scrolls games i played '' Save, kill anoying npc, reload'' hahahaha !
Incredible presentation. And the explanation skill of the Mr. Dundore is absolutely fantastic. Structured, clear, focused. Thank you very much for this very useful pack of information.
Great talk. However, what's missing to all these talks about scriptable objects is how you can use everything at runtime and save/load (through json or something else) a game progress containing references to scriptable objects => Like here, if we wanted to save items equipped by our player. Currently, runtime json serialisation will only keep instance ids as reference but we know instance ids don't persist through game sessions, so you need to implement your own way to preserve references which is not trivial...
I cant believe I finally met someone that face the EXACT same problem as me >> serializing the ScriptableObject's reference. I was so excited at first when I managed to think and implement (on my own) almost exactly what was mentioned in this talk, but then I hit the non-persistent InstanceID issue :( My recent (in fact, today) solution for that, is to put these ScriptableObjects in the Resources folder. Instead of keeping the InstanceID, I will keep a Resources folder asset path, and load it at runtime, it's not so efficient, I know, but it seems to be the best solution so far, until Unity come up with a way for us to serialize Object's reference. I am still struggling to find a better solution,but I am settled with Resources for now. Please do notify me and share with me if you have a good solution, or you simply wanna have a discussion with me about this :D
best scriptableObjects explanation ever
Nice to have a mature presenter clearly explaining a concept in an objective/helpful manner.
30 minutes of a good teacher > 30 hours of a rambling developer.
This guy makes things so exciting, I can watch this for hours
I want this guy to explain every topic of human knowledge, 24/7.
The most relaxing talk on a Unity topic ever...
One of the most beautiful lectures by unity ever. This man is so humble in speaking
Amazing. Very well explained. It took me a long while to understand ScriptableObjects. This talk made it very simple and straightforward.
Really nice pertinent and clear, i loved it. Also , when he said ''Our game will have NPCs, like any good game, we want to kill our NPCs '' those flash back from Elder's scrolls games i played '' Save, kill anoying npc, reload'' hahahaha !
The most short and most fulfillment explanation of the SO and different variants to use it
Incredible presentation. And the explanation skill of the Mr. Dundore is absolutely fantastic.
Structured, clear, focused. Thank you very much for this very useful pack of information.
Good video. Even better when watched at x1.5 speed.
So Clearly and simply explained yet very useful !
Great talk.
However, what's missing to all these talks about scriptable objects is how you can use everything at runtime and save/load (through json or something else) a game progress containing references to scriptable objects => Like here, if we wanted to save items equipped by our player.
Currently, runtime json serialisation will only keep instance ids as reference but we know instance ids don't persist through game sessions, so you need to implement your own way to preserve references which is not trivial...
I cant believe I finally met someone that face the EXACT same problem as me >> serializing the ScriptableObject's reference. I was so excited at first when I managed to think and implement (on my own) almost exactly what was mentioned in this talk, but then I hit the non-persistent InstanceID issue :(
My recent (in fact, today) solution for that, is to put these ScriptableObjects in the Resources folder. Instead of keeping the InstanceID, I will keep a Resources folder asset path, and load it at runtime, it's not so efficient, I know, but it seems to be the best solution so far, until Unity come up with a way for us to serialize Object's reference.
I am still struggling to find a better solution,but I am settled with Resources for now. Please do notify me and share with me if you have a good solution, or you simply wanna have a discussion with me about this :D
Interesting Observation. Liking and commenting so it can be more visible. :)
Wonderful ^_^ I was looking for something that teaches how to add customizable effects to Scriptable Objects, and this is it!
1.5x speed :)
1.75x !
God, even at 2x, this drags on!
I like the suspense how he talks about it ; makes me awe when I look back and consider what I have neglected.
Cool effect man very cool
These robots are getting creepily realistic.
you mean he acts like a robots?
I thought he was a douche bag, but yeah - I can see robot as well.
Hhaha..Ian Dudndore sounds like a disciplinarian lecturer .. I listen to his Unite talks all the time...
Really good speaker!!!
Thank you, Dumbledore :P
Ty gentleman
Ian is the best
This guy is slow at 1.5 speed?
In your example, currentHealth is shown in Inspector, even it's marked as NonSerialized. How's that? You used some custom inspector or what? Thanks
you can also set the inspector from "normal" to "debug" to show more non-public attributes
"To be very brief, it's a class that derives from the UnityEngine.object class. Talk done"
This guy is kind of condescending. Also 1.25x speed :))))
He's talking at the Seoul conference, so his speed is for that audience of non-native speakers.
exactly . Condescending.