test blog post

lets see how this works Introduction and Background Separating game data from logic in Unity has never been something that’s been particularly easy. The introduction of ScriptableObjects was welcome addition that addressed some of this concern, but despite their utility they have certain limitations that still make them a non-ideal data container. Namely: Data still needs to be authored and edited inside of Unity. ScriptableObjects are managed assets, meaning they need to be properly incorpor...
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