
Using this when you equip the elephant gun, the movement script will utilize this override settings instead of the default settings.

It has all sorts of things including how the animations work etc.īut you'll notice the "Override Movement Settings" and "Override Aim Movement Settings": why it's called "Default Movement Settings" is that when you pick up weapons, your characters speed/etc changes. Here is my configuration for a player in my game: well now you can just have "movement settings" assets for each individual class, a factory that picks that setting out of the collection, and assigns that.Īll while making it super easy for a designer to just go into the folder where all the character settings are, and modify it through the inspector (rather than having to open some hard-coded factory class you have out there). then when a player creates their avatar we just assign the "movement settings" to it. Now imagine you had a character creation system. Well now we just have a single asset to change and all the avatars are updated. If we had the "movement settings" (a scriptableobject) defined as its own asset that got drag and dropped onto the "movement script". If we decide to change any of them, we have to go to ALL of them.

ScriptableObject basically just allows you to define your own asset type, implement it, and create assets from it. A material, an animator, a prefab, a scene, etc etc etc.

Think of ScriptableObjects the same way you might any other asset. Click to expand.I don't know what rule you're talking about.
