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Aug 6, 2024 at 20:30 vote accept mtg
Jul 20, 2024 at 6:22 comment added Philipp @mtg Yes. But as I wrote, it's only worth the effort in some very narrow circumstances. All the usual candidates for big blobs of data, like textures or sounds, are managed by the engine. I would have to get creative to come up with a reasonable use-case for this in Unity. The usual reason why you would use ScriptableObject's in Unity is because it somehow makes your content authoring workflow easier. Saving memory is usually only a secondary concern.
Jul 19, 2024 at 22:38 comment added mtg Oh ok so basically if you have primitive data type fields that don't ever change then it's best to separate them into an intrinsic container like a ScriptableObject. Otherwise, for every class or component in Unity, Flyweight is pretty much not needed? @Philipp
Jul 19, 2024 at 21:56 history edited Philipp CC BY-SA 4.0
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Jul 19, 2024 at 21:46 history edited Philipp CC BY-SA 4.0
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Jul 19, 2024 at 21:36 history answered Philipp CC BY-SA 4.0