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Scriptable Objects & The Asset Database
Course Description
Why don’t my changes to a scripted component save when I enter and exit play mode? By default Unity does not allow for data to be serialized at runtime, unless we start to learn how to save it on our own. Throughout this course we will lift the veil of how using Scriptable Objects and the Asset Database, gives you the power to save your changes in play mode. This course will give you all the information to perform your own custom databases, directly in the Unity editor.
Course Details
Difficulty: Intermediate
Category Tools
Total Lessons: 4
Running Time: 50 minutes 45 seconds
Date: 06/01/14
Course Files
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Complete Unity project including scripts and asset files. If it's in the video it's in the source files.
Course Lessons

1. Setting Up Our Scripting Environment

Lesson 1
In the first lesson you will learn how to utilize simple points and lines to construct the underlying structure, the blue print, for your procedural ramp asset.

2. Lets Create Some Structure

Lesson 2
With the basic blueprint in place for our ramp asset, let’s learn how to bundle our asset into what Houdini calls a “Digital Asset”. This is the process which will allow us to import our procedural asset into Unity later on in the pipeline process.

3. Which class talks to which?

Lesson 3
In this lesson our ramp asset will start take shape. Learn what it takes to complete the game mesh by filling in all of the assets surfaces.

4. Getting Dirty With Our Data

Lesson 4
One of the major benefits to using procedural assets is that we can also generate procedural collision meshes that update automatically in engine when an asset is changed. Learn how to set up a procedural collision mesh for your ramp asset in Houdini for use in the Unity game engine.