scriptableobject-architecture
CommunityFlexible Unity data & event architecture
AuthorCriezzz
Version1.0.0
Installs0
System Documentation
What problem does it solve?
Reduce tight coupling between MonoBehaviour logic and game data by using ScriptableObjects as inspector-configurable single sources of truth and event channels, enabling designers to tweak behavior without code changes.
Core Features & Use Cases
- Data-driven configuration: Create ScriptableObject-based config assets (e.g., WeaponConfig) that multiple systems can share without duplication.
- SO-based event channels: Broadcast game events via GameEventSO and respond with GameEventListener components to decouple senders and listeners.
- Runtime sets and cross-scene sharing: Track active objects with RuntimeSetSO<T> and share configuration across scenes for consistent behavior.
- Use Case: Implement an OnDoorOpened GameEventSO asset that triggers audio, UI updates, and quest progress without the Door needing direct references to those systems.
Quick Start
Generate a WeaponConfig ScriptableObject named WeaponConfig with fields Damage (float) and FireRate (float) using the provided so_gen.py generator.
Dependency Matrix
Required Modules
None requiredComponents
scripts
💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: scriptableobject-architecture Download link: https://github.com/Criezzz/Gametopia2026/archive/main.zip#scriptableobject-architecture Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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