scriptable objects, scriptable objects… holy crap, scriptable objects! how many times have i overlooked articles or videos regarding this topic because i thought i already knew what they were. oh, how wrong i had been. in fact, they were almost the opposite of what i assumed; and as the adage goes…

essentially, they are like Monobehaviors, but with less engine callbacks and no attachment to gameobjects as a component. they get bound to *.asset files and just kinda sit in the scene and store data. i watched a demo where they are used to represent inventory items and i feel like it changed my life. this is both great and concerning. how many things have i setup that would be more intuitive, better organized, or more simply done using scriptable objects? thankfully, this is still my first game, so i don’t expect perfect architecture on the maiden voyage.

still so much to learn, so much to do sigh should i redo my loot system using scriptable objects? i have been in code mode for a while now, should i return to DCC? idk