As noted in another topic, i made a neat system with hashtables, once i get the prefab name, it's easy to reference the appropriate hashtable containing that enemies HP, weapon, explosion prefab etc. I even made an almost universal template which i just need to put on the enemy and it will draw everything it needs on runtime. But, there are already so many hashtables (around 30) that it will probably be a pain to edit in a while, plus the inspector is getting laggy.
But! Yesterday a friendly guy from twitter asked me why am i not using scriptableobjects for storing data? I've read about them before, and it's a really small page on unity api reference page, couldn't really care less. Then i got to watch this video from Unite '16 (it's really great, i recommend it -
and i've seen it's the perfect data container actually.
I'm looking to further simplify my current configuration, i've just started to dig a little deeper to find if i can use scriptableobjects better than hashtables, but i was wondering if some of you had experience in using scriptableobject AND playmaker and do you have a workflow you would recommend? What else can i do except get property and inherit stuff from it that would be useful?
By the way i've seen the global variables are actually stored in an asset container, as well as fsmtemplate