I’m currently trying to defer as much work to the design team as I can so I’m creating manager classes that objects can be added to in the inspector.
The way I do this right now is to create an empty GameObject in the world and then drop a script onto it and make the resulting entity a prefab, dragging this back into my project hierarchy for later use.
The thing is, a GameObject just seems like it’s carrying too much unnecessary baggage with it.
For example, I’ve got a ‘Missions’ manager which I want to hold a bunch of ‘Missions’ - intangible abstract types - which come in a variety of flavours and I want the designer to be able to compile and curate this lot all by himself, so I’ll create some prefabs ‘MissionTime’, ‘MissionDistance’ and stuff like that and he can just drop them into an array within the manager prefab and fill in all the information pertaining to each.
None of these ‘Missions’ need to exist in the world, they just need the bare bones of being able to exist in the Inspector. Maybe I’m fretting over nothing and the overhead is minimal and I should just go ahead with using GameObjects but it just seems a bit of a bloated way of doing things?
Cheers.
Rob.