Inventory - Saving Nested Scriptable Objects - Make a game like Zelda using Unity and C#

Опубликовано: 08 Декабрь 2024
на канале: Mister Taft Creates
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Hey everyone! Today we're looking at saving nested scriptable objects in Unity. Specifically using that to save our inventory disposition. Enjoy!

Note: The persistentDataPath on a Mac is written into the user Library folder. (This folder is often hidden.) In recent Unity releases user data is written into ~/Library/Application Support/company name/product name. Older versions of Unity wrote into the ~/Library/Caches folder, or ~/Library/Application Support/unity.company name.product name. These folders are all searched for by Unity. The application finds and uses the oldest folder with the required data on your system.

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Magic bar and Powerup Sprites:
https://drive.google.com/open?id=1Qlh...

Bow and Arrow Sprites:
https://drive.google.com/drive/folder...

Ogre Sprite:
https://drive.google.com/open?id=1KAW...

Door Sprite: https://drive.google.com/file/d/1EdOM...

Project git link: https://github.com/mistertaftcreates/...

Bit script font link: https://opengameart.org/content/bitsc...

Ryan Hipple's talk:
   • Unite Austin 2017 - Game Architecture...  

Richard "Superpig" Fine's talk:
   • Unite 2016 - Overthrowing the MonoBeh...  

Modified Sprite: https://drive.google.com/file/d/1Jg_l...

Tiled: https://thorbjorn.itch.io/tiled

Tiled2Unity: http://www.seanba.com/tiled2unity

Art Assets: https://opengameart.org/content/zelda...

Unity: http://unity3d.com

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