back
loading skill details...
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries.…
Unity ScriptableObject Architecture Use ScriptableObject assets to store shared data and decouple systems in Unity 6.3 LTS — configuration, event channels, and registries that live as project assets instead of being hard-wired into scenes or singletons. Targets Unity 6.3 LTS (6000.3). When to use Use when you need designer-editable config (weapon stats, level data), to share one value between unrelated systems, to decouple senders from listeners via event channels, or to build a runtime registry of active objects — without a static/singleton manager. Use when the project has *.asset data files backed by : ScriptableObject classes. When not to use: per-instance runtime state that differs per GameObject (that belongs on a MonoBehaviour) — a ScriptableObject asset is shared by everyone who references it. Saving player progress to disk → save-systems. Plain DTOs that never need to be an asset can just be [System.Serializable] classes. Core workflow
don't have the plugin yet? install it then click "run inline in claude" again.