class in UnityEngine
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A class you can derive from if you want to create objects that don't need to be attached to game objects.
This is most useful for assets which are only meant to store data.
To make it easy to create ScriptableObject instances that are bound to assets in your project, see CreateAssetMenuAttribute.
This class doesn't support the null-conditional operator (?.) and the null-coalescing operator (??).
|CreateInstance||Creates an instance of a scriptable object.|
|Awake||This function is called when the ScriptableObject script is started.|
|OnDestroy||This function is called when the scriptable object will be destroyed.|
|OnDisable||This function is called when the scriptable object goes out of scope.|
|OnEnable||This function is called when the object is loaded.|
|OnValidate||This function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only).|
|Reset||Reset to default values.|
|hideFlags||Should the object be hidden, saved with the Scene or modifiable by the user?|
|name||The name of the object.|
|GetInstanceID||Returns the instance id of the object.|
|ToString||Returns the name of the object.|
|Destroy||Removes a GameObject, component or asset.|
|DestroyImmediate||Destroys the object obj immediately. You are strongly recommended to use Destroy instead.|
|DontDestroyOnLoad||Do not destroy the target Object when loading a new Scene.|
|FindObjectOfType||Returns the first active loaded object of Type type.|
|FindObjectsOfType||Gets a list of all loaded objects of Type type.|
|Instantiate||Clones the object original and returns the clone.|
|bool||Does the object exist?|
|operator !=||Compares if two objects refer to a different object.|
|operator ==||Compares two object references to see if they refer to the same object.|