“This” here refers to what you did for what’s in RPG.Dynamic? (as opposed to my initial idea)
Thanks so much for mentioning this. I will be using procedural generation in a number of ways because it is much less work as a designer and I think if done right, it is better for players.
So the captured state contains the procedurally generated stats that modify or enhance the base item. The base item being the thing that is specified by the ID of the Equipable Item. Did I get that right?
Unrelated to items / but related to how OnValidate works
I ran into a curious pair of Debug messages. I seem to recall something of the sort happening in the course too I think for folks on a later version of Unity. It seems whenever I generate a new scriptable object that has an “OnValidate” in it, the OnValidate gets called and runs inside a worker but against what seems to be a phantom object. I say phantom object because that characterID is not persisted anywhere. It doesn’t even show me the associated line of the code in the console window.
[Worker0] Newly generated ID is 7ba6f98c-0d7f-4225-b4c7-302a87755000
Newly generated ID is 2c6cff5a-bcda-4e85-8055-b9e1744c17b3