ScriptableObjectwithCreateInstance<T>(),(Type)and(string), by full or short class name, logging Unity's error for an unknown one. As Unity's trace shows, Awake and OnEnable run inside CreateInstance.Instantiatedeep-copies the serialized fields, names the copy<name>(Clone), then runs the copy's Awake and OnEnable.Destroyruns OnDisable and OnDestroy at the end of the frame.DestroyImmediateruns them at once, and the object reads as null after..assetfiles import as ScriptableObjects (main object11400000):- the class comes from
m_Scriptandm_EditorClassIdentifier; - fields are read like a MonoBehaviour's;
- references to materials, prefabs and other assets resolve by GUID, then Awake and OnEnable run. Scenes and prefabs reference them as
{"asset": "guid:fileID"}, and saving writes them back with Unity's reference type 2.
- the class comes from
Resources.Loadin Unity projects:.asset,.prefaband.matfiles in anyResourcesfolder load by path and type. Models, textures, audio and text still load as plain files.- New
scriptable_objectscenario.unity_importnow covers a config asset (strings with colons, a color, a list of serializable classes, a hex-packed int array, material, prefab and asset references) andResources.Loadwith the right, the base and a wrong type: 273 checks, directly and through the editor form. 25 scenarios pass. - Next:
.asmdefassemblies, MCP resources and theexectool.
Phase 4 · Slice 7 ·