Discover what causes `Type Mismatch` errors with Unity Scriptable Objects and learn how to effectively manage them in your game.
---
This video is based on the question https://stackoverflow.com/q/63915049/ asked by the user 'user14285936' ( https://stackoverflow.com/u/14285936/ ) and on the answer https://stackoverflow.com/a/63919007/ provided by the user 'derHugo' ( https://stackoverflow.com/u/7111561/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.
Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: Unity Scriptable Objects issue
Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l...
The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.
If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com.
---
Understanding Unity Scriptable Objects Issues: A Deep Dive into Type Mismatch Errors
When working with Unity, you may stumble upon various issues, one of which is the perplexing Type mismatch error while dealing with Scriptable Objects. This article aims to clarify the situation, specifically when using a list in RoomSO that holds references to ButtonSOs. You'll learn why you're encountering this error and how to effectively handle it without confusion.
The Problem Overview
You created a RoomSO Scriptable Object that includes a list meant to hold ButtonSO Scriptable Objects, all of which you set up in the Unity Editor. However, at runtime, when you create a new instance of ButtonSO and try to add it to the RoomSO, you notice a Type mismatch in the Inspector. This can be confusing and frustrating, especially when you expect everything to work seamlessly.
Understanding Scriptable Objects
Before diving into the solution, it's essential to understand what Scriptable Objects are intended for:
Data Containers: Scriptable Objects serve as containers for data and behaviors that can be reused across your game.
Asset References: In the Unity Inspector, they generally expect references to assets created in the Editor.
What Happens at Runtime?
When you create a new instance of ButtonSO at runtime, this instance is stored only in memory and is not saved as an asset within your project's files.
Though you see the Type mismatch warning in the Inspector, it actually doesn't mean that your reference is failing. Unity acknowledges the reference but cannot persist it, leading to confusion.
Dissecting the Type Mismatch Issue
When you try to check your RoomSO in the Inspector after adding a newly created ButtonSO, here's what is really going on:
Temporary Nature: The instance you created during runtime exists only while the game is running. Once you end the Play Mode, all references created dynamically (like your ButtonSO instances) are destroyed.
Valid References: Seeing a "Type mismatch" signifies that Unity recognizes the abstract type; if it were completely missing, you'd encounter None (ButtonSO) or Missing (ButtonSO) errors instead.
Persistence Issue: Since the referenced ButtonSO instances are not saved to assets, those elements won’t reappear once you exit Play Mode.
A Note on Alternatives
Given that you're creating instances at runtime, you might want to consider whether using ScriptableObjects is necessary. Instead, a regular class might be more efficient for your needs. Here’s a quick comparison:
Scriptable Objects: Useful for persistent data that needs to be reused or modified across different game sessions.
Regular Classes: Ideal for instances that only need temporary data during gameplay.
Conclusion
In summary, the Type mismatch error you encounter when adding ButtonSO instances to RoomSO is not an actual error per se but rather a consequence of how Unity handles runtime instances compared to assets.
Remember this:
During Play Mode, your dynamically created instances are valid and functional.
Consider whether Scriptable Objects are the best fit for your design, especially if you're only manipulating data at runtime.
Understanding the workings of Unity's Scriptable Objects and their intended uses significantly enhances the development experience. If you follow these guidelines, you should find that managing different instances becomes a lot clearer and simpler.
Информация по комментариям в разработке