Podcast
Questions and Answers
What is the main advantage of using ScriptableObjects in Unity?
What is the main advantage of using ScriptableObjects in Unity?
- They allow for rigid connections between GameObjects
- They are assets that can be referenced from scripts without creating dependencies to other GameObjects (correct)
- They follow the MonoBehaviour lifecycle and are dependent on the application's play state
- They can contain large amounts of data within a single script
What is the difference between MonoBehaviours and ScriptableObjects in Unity?
What is the difference between MonoBehaviours and ScriptableObjects in Unity?
- MonoBehaviours can contain large amounts of data within a single script, while ScriptableObjects can't
- MonoBehaviours can hold values that also exist outside of Play mode, while ScriptableObjects can't
- MonoBehaviours follow the MonoBehaviour lifecycle and are dependent on the application's play state, while ScriptableObjects don't (correct)
- MonoBehaviours are assets just like a Material or a 3D model, while ScriptableObjects are components that are attached to GameObjects
How can ScriptableObjects help with scalability problems in Unity?
How can ScriptableObjects help with scalability problems in Unity?
- By being assets that can be referenced from scripts without creating dependencies to other GameObjects (correct)
- By containing large amounts of data within a single script
- By following the MonoBehaviour lifecycle and being dependent on the application's play state
- By creating rigid connections between GameObjects
What happens to changes made to MonoBehaviours in Unity when you exit Play mode?
What happens to changes made to MonoBehaviours in Unity when you exit Play mode?