Askowl CustomAssets
Paul Marrington
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Date |
Price |
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Date |
Price($) |
03/07(2019) |
0.0 |
11/05(2024) |
0.0 |
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CustomAssets are ScriptableObjects on steroids. They make all the scriptable objects benefits easy to use while adding a few new features of their own.
* Allows complete decoupling of components and groups of components, data from logic and logic from the rest of the Unity framework. It provides for a modular system that is more stable, easier to maintain and infinitely more testable.
* Using custom assets as data containers allow for all vital information to be editable in the Unity inspector, both for game creation and Editor run-mode testing.
* Problems can be isolated to integrity tests against one or more manager custom assets without having to run up a complete system.
* All custom assets provide an implementation of the observer pattern. Changes can trigger logic in managers which can trickle up to visual changes at the Unity level.
* Custom assets can be made to persist so that changes made in one session reload in the next session. The next release extends persistence to cloud storage.
* Connectors are game object components that allow you to drive other components directly from custom asset data. Currently, there are connectors for a GameObject instance directly, Animator, Transform and RectTransform components.
* Drivers are game object components that, given a data custom asset can call a public setter on other components on the game object. Many game objects provide public setters while others need a connector to be accessible.
Read the full documentation at http://www.askowl.net/unity-customassetsThis source has been compiled and integrity tested using Unity 2018.3.0b1 using the.NET 4 equivalent compiler.
Load the introduction scene for more information