Hi all,
I´m currently working on a little 2D "explorer game" in Unity and do have some problems with the item database.
First I created a simple XML Database in which I stored things like ItemValue, ItemDescription.....and also the Path to the specific prefab. Because I wanted to manage my Database only in one place, I started to build a Custom Editor and used Scriptable Objects to represent my desired Item Hierarchy.
At this point I learned a lot about Unity´s crappy serialization system and how you have to do "big" workarounds to save your Database without any restriction like "No support for custom null classes, no support for polymorphism....) .
I started to realize that I have to setup my own little "system" to get the job done but I can´t get my head around the whole thing.
1) Lets say I have the raw data representation of my Items (ItemID, ItemDescription, ItemValue e.g) saved in a .json or .yaml file, how do I map the "raw data" to the visual part of the item (in game)?
Should I create the Items dynamically (e.g create some factorys for diffrent item types and build them in code)?
Should I rewrite my "custom editor" to create acutal prefabs and save the path to my desired item like I did in the XML thing?
Is there an best practice for this kind of problem in Unity?
Kind regards,
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