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# Unity Scene flow and Data Persistence demo | ||
# Unity Architecture sample; Scene flow and Data Persistence on a Breakout-like game | ||
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Basic implementation of a persistence data system between scenes and sessions using an event-driven architecture based on Scriptable Objects. | ||
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Showcase use of Scriptable Objects, Modular SaveSystem, Addressable, Assembly Definition files and other good programming practices. | ||
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Inspired by the following work: | ||
- Unity Open Project: https://github.com/UnityTechnologies/open-project-1 | ||
- Unite Austin 2017 - Game Architecture with Scriptable Objects, with Ryan Hipple: https://www.youtube.com/watch?v=raQ3iHhE_Kk | ||
- Unity Open Project - [ChopChop](https://github.com/UnityTechnologies/open-project-1) | ||
- Unite Austin 2017 - [Game Architecture with Scriptable Objects](https://www.youtube.com/watch?v=raQ3iHhE_Kk) with Ryan Hipple | ||
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>TODO: Add credit to the base project from Unity Learn | ||
> | ||
> Draft: This was initially part of the Unity Junior Pathway; Data persistence mission, but I ended up adding many more features and improving the | ||
> architecture of the proposed solution, so it can be addressed to a more middle/advance programmers, and apply the concepts in bigger projects, | ||
> where using good programing practices has more sense. | ||
Initially part of the [Unity Junior Pathway - Data persistence mission](https://learn.unity.com/tutorial/submission-data-persistence-in-a-new-repo), but I ended up adding many more features and improving the | ||
architecture of the proposed solution, so it can be addressed to a more middle/advance programmers, and apply the concepts in bigger projects, | ||
where using good programing practices become crucial in the long term. | ||
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WIP documentation; more to come soon;) | ||
<center> | ||
<img src="Screenshots/MainMenu.png" width="300"/> | ||
<img src="Screenshots/gameplay.png" width="300"/> | ||
</center> |
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