Unity ScriptableObject Architecture

Community

Data-driven Unity patterns

AuthorTotes-MickGOATs
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill addresses the challenges of managing game data and decoupling systems in Unity by leveraging ScriptableObjects for configuration, events, shared state, and runtime collections.

Core Features & Use Cases

  • Config Data: Store and manage game tuning values (e.g., weapon stats, enemy attributes) in editable assets.
  • Event Channels: Implement a decoupled event bus for communication between game systems.
  • Shared Variables: Manage runtime-writable state that can be accessed and modified by multiple systems.
  • Runtime Sets: Track active game objects (e.g., enemies, projectiles) without relying on FindObjectsOfType or singletons.
  • Enum Replacement: Create extensible type systems that can be modified without code recompilation.

Quick Start

Use the Unity ScriptableObject skill to create a new WeaponData ScriptableObject asset with the name "BasicSword".

Dependency Matrix

Required Modules

None required

Components

references

💻 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: Unity ScriptableObject Architecture
Download link: https://github.com/Totes-MickGOATs/mcgoats-game-template/archive/main.zip#unity-scriptableobject-architecture

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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