Skip to main content

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