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unity-game-enginesingletonscriptable-object

Global Scriptable Object


Suppose I have this ScriptableObject to represent a list of cards:

using UnityEngine;
using System.Collections;

[CreateAssetMenu(fileName = "CardList", menuName = "Inventory/List", order = 1)]
public class CardList : ScriptableObject {
    public string[] cardName;
    public Sprite[] cardSprite;
}

Then I create the ScriptableObject and fill it with all my cards information.

Is there a way to modify this code so that any script have access to it statically? For example, is it possible to give CardList a singleton behaviour?

I don't want to create another class, it would be easy to create a ScriptableObjectManager that could reference CardList. I'd rather call something like CardList.instance.cardName[i] directly.


Solution

  • Definitely, you can create it as singleton so for this. Suppose that we have Unity Project that has file hierarchy like

    UnityProject
    - Assets (directory)
        Scripts
            SampleScriptableObject.cs   
    - Resources (directory)
        SampleScriptableObject.asset
    - Project
    - ..etc
    

    in "SampleScriptableObject" class will be like

    public class SampleScriptableObject<T> : ScriptableObject where T : ScriptableObject  
    {
        private static T _instance;
        public T GetInstance()
        {
            if (_instance == null)
            {
                _instance = Resources.Load(typeof(T).Name) as T;
            }
            return _instance;
        }
    }
    

    you can use scriptable object as singleton as you want.