FAQ
Scriptable List
Can I use a Scriptable List just to store data? For instance, can I populate the data in the editor, then read this data during gameplay?
Technically, yes. By setting the reset mode to "None," your Scriptable list will function as data storage. However, this is not the primary intended use of Scriptable Lists; typically, you could achieve this functionality by creating a ScriptableObject that contains a List. Nonetheless, I understand that using Scriptable Lists like this can be convenient, which is why I've added support for this usage.
Generally, Scriptable Lists are meant for runtime use, with reset modes set to either SceneLoad or ApplicationStart. They are highly versatile and can store any data type. For example, you could have a script storing positions (using a Scriptable List of Vector3) from a moving object. Another object could then use this stored data to spawn coins at those positions.
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