Timeline for Unity "static" references
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 18, 2021 at 15:04 | vote | accept | D34thSt4lker | ||
| Feb 17, 2021 at 14:37 | answer | added | DMGregory♦ | timeline score: 2 | |
| Dec 20, 2016 at 7:51 | comment | added | Sean Middleditch | @D34thSt4lker: anything that would break the script references would also break the paths (unless you're frequently doing very naught things like deleting metadata files - if so, stop it) and the paths - unlike script references - don't have a handy debugger for detecting when they break. The Unity references also enable a ton of other very important Unity features regarding asset processing, bundling, preloading, and distribution. You're generally best off using an engine the way it's meant to be used rather than trying to outsmart it. | |
| Dec 20, 2016 at 7:35 | answer | added | DavidC | timeline score: 1 | |
| Dec 20, 2016 at 6:48 | answer | added | Kepol | timeline score: -2 | |
| Dec 17, 2016 at 14:40 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Nov 18, 2016 at 15:01 | comment | added | D34thSt4lker | I have felt that adding the reference points within the scripts is more efficient in case there are anything that breaks the references within the Unity inspector and then manually having to add all the prefabs back into the editor. So by adding const strings that hold paths to the Resources folder holding the prefabs, I can load up all the resources on start up and have statically accessible prefabs | |
| Nov 18, 2016 at 10:27 | comment | added | zcabjro | Do you have a reason for not simply adding prefab references to the scripts that need them via the Editor? This is quite conventional in Unity. | |
| Nov 17, 2016 at 5:24 | answer | added | Muhammad Faizan Khan | timeline score: 0 | |
| Nov 17, 2016 at 4:09 | history | asked | D34thSt4lker | CC BY-SA 3.0 |