FAQ
Scriptable List
Can I use a ScriptableDictionary just to store data? For instance, can I populate it with data in the editor, then read this data during gameplay?
Technically, yes. By setting the reset mode to "None," your Scriptable Dictionary will function as data storage. However, this is not the primary intended use of Scriptable Dictionaries; typically, you could achieve this functionality by creating a ScriptableObject that contains a Dictionary and use Odin to Serialized it (or write your own editor script). Nonetheless, I understand that using Scriptable Dictionary like this can be convenient, which is why I've added support for this usage.
Generally, Scriptable Dictionary are meant for runtime use, with reset modes set to either SceneLoad or ApplicationStart.
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