Forum rules - please read before posting.

Game Specific/Custom Manager

edited February 20 in Technical Q&A

Hi

Our game will require designers to specify game wide settings. For example - A place to store a reference to an action list asset that might then be executed at any given time through some means (button press, action, etc). But there are plenty of game specific, global settings, they will be setting.

I feel like adding a custom GameManager following the same pattern as the AC managers (ie CursorManager ScriptableObject with a custom editor) is the best approach. It would appear in the "AC Game Editor Tab" (or possibly its own menu). I haven't been able to find any documentation on this.

1) What do you recommend for game wide (spanning many scenes) global settings that are set by design (compile/build time) at queried at runtime.
2) If adding our own AC type manager is expected, are there any docs (not that big a deal, I can duplicate what you did for - say - the cursor manager.

Mostly asking if what I'm considering doing is the correct approach before I do it :)

Thanks

Comments

  • You can't add custom Managers to the Game Editor window. The way to approach global settings is to store such data in a prefab, or have a prefab reference a ScriptableObject that contains the data.

    You'd then want to spawn in this prefab when the game begins. You can do this by defining a "Scene / Begin game" event in the Events Editor, and having it run an Object: Add or remove Action to add the prefab. If you also attach the Survive Scene Changes component to the prefab, it will remain present for the duration of the game.

  • I forgot to respond. Thanks for the suggestion, Ill look into this, but its quite similar to what I was doing anyway (prefab links to a scriptable object)

Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.