Unity C# - State Machine Design Pattern With Scriptable Objects - 2024 Solution

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  • Опубликовано: 21 сен 2024

Комментарии • 3

  • @shoot4rank765
    @shoot4rank765 4 месяца назад +1

    Keep it up man! I learned a lot

    • @LasanhaDev
      @LasanhaDev  4 месяца назад

      Thanks! Glad it helped :D

  • @LasanhaDev
    @LasanhaDev  4 месяца назад

    6:12 note: This is not for just caching and speeding up access to entity components. The transitions and states are not MonoBehaviours, so they can't use GetComponent. That's the main purpose of this classto allow non MonoBehaviours classes to retrieve the StateMachine GameObject components