Sorry for the confusion :). I was just referring to runtime “floating” instances versus persistent assets. Although most of the time ScriptableObjects are used for assets, as you may know it is also possible to instantiate ScriptableObjects in runtime without creating/saving that instance as an asset, but in the context of your question that wouldn’t make any sense :P. Sorry.
With that said, because right now Actor Groups work with a Gameobject type reference, it is not possible to control a ScriptableObject instance, but I think that with a few changes into making Actor Groups work with an Object type instead, your suggestion could very well be possible.
I will take a look into this and see if such a change would impose any issues in the rest of the framework and if not, I will make it happen 🙂
Thank you!
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