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unity-scriptableobjects

gamedev-skills/awesome-gamedev-agent-skills/unity-scriptableobjects

Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.

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Installation

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects

Skill files

SKILL.md

Last synced · Oct 25, 2026

references/event-channels.md›
# Event channels & runtime sets (Unity 6.3 LTS ScriptableObjects)

Depth for `unity-scriptableobjects`: two decoupling patterns that are the main reason teams
adopt SO architecture. Verified against the Unity Manual ScriptableObject docs; the design is
original.

## Event channel (publisher/subscriber with no direct references)

A raiser (e.g. the player dying) and listeners (UI, audio, spawner) both reference a shared
`GameEvent` asset, never each other. Add/remove the asset to wire systems together in the
Inspector.

```csharp
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(menuName = "Game/Events/Game Event")]
public class GameEvent : ScriptableObject
{
    private readonly List<GameEventListener> _listeners = new();

    public void Raise()
    {
        // iterate backwards so a listener that unregisters in its handler is safe
        for (int i = _listeners.Count - 1; i >= 0; i--)
            _listeners[i].OnRaised();
    }

    public void Register(GameEventListener l)   { if (!_listeners.Contains(l)) _listeners.Add(l); }
    public void Unregister(GameEventListener l) { _listeners.Remove(l); }
}
```

```csharp
using UnityEngine;
using UnityEngine.Events;

public class GameEventListener : MonoBehaviour
{
    [SerializeField] private GameEvent channel;
    [SerializeField] private UnityEvent response;   // wire reactions in the Inspector

    private void OnEnable()  => channel.Register(this);
    private void OnDisable() => channel.Unregister(this);   // always unregister
    public  void OnRaised()  => response.Invoke();
}
```

Usage: the player calls `onPlayerDied.Raise()`; the HUD, the music manager, and the respawner
each have a `GameEventListener` pointing at `onPlayerDied` with their own response. Adding a
new reaction is an Inspector change, not a code change.

### Typed payloads

For events that carry data, make a generic base or a concrete typed channel:

```csharp
[CreateAssetMenu(menuName = "Game/Events/Int Event")]
public class IntEvent : ScriptableObject
{
    public event System.Action<int> OnRaised;
    public void Raise(int value) => OnRaised?.Invoke(value);   // e.g. score delta
}
```

Prefer a small number of concrete typed channels (`IntEvent`, `Vector3Event`) over a fully
generic `GameEvent<T>` because Unity cannot create assets for open generic types directly.

## Runtime set / registry (a shared, live collection)

Instead of `FindObjectsByType` (or the obsolete `FindObjectsOfType`) every frame, objects add themselves to a shared set on enable
and remove on disable. Systems (AI targeting, minimap) read the set.

```csharp
[CreateAssetMenu(menuName = "Game/Runtime Set/Enemy Set")]
public class EnemyRuntimeSet : ScriptableObject
{
    public readonly List<Enemy> Items = new();
    public void Add(Enemy e)    { if (!Items.Contains(e)) Items.Add(e); }
    public void Remove(Enemy e) => Items.Remove(e);
}
```

```csharp
public class Enemy : MonoBehaviour
{
    [SerializeField] private EnemyRuntimeSet set;
    private void OnEnable()  => set.Add(this);
    private void OnDisable() => set.Remove(this);   // keep the set clean
}
```

Now "nearest enemy" is a loop over `set.Items` — no scene scans, and the list reflects exactly
what is alive.

## Gotchas

- `List` fields on a ScriptableObject are populated at runtime and **persist in the Editor**
  between play sessions unless cleared. Clear runtime sets in `OnEnable` (or `OnDisable`) so a
  stale entry from the last session doesn't linger; with Reload Domain off those callbacks do
  not run between sessions, so clear on a Play-mode change as in the main skill's pattern 2.
- Always `Unregister`/`Remove` in `OnDisable`; objects destroyed without cleanup leave null
  entries that crash listeners.
- Event channels invoke synchronously on the raiser's thread/frame — a heavy listener stalls
  the raiser. Keep handlers light or marshal heavy work to a coroutine.
SKILL.md›
---
name: unity-scriptableobjects
description: >
  Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared
  runtime variables, event channels, and runtime sets/registries. Use when designing
  data-driven systems, replacing singletons/managers, creating .asset data with
  CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.
---

# 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

1. **Define the class** deriving from `ScriptableObject` and tag it with `[CreateAssetMenu]` so
   designers can create instances from the Assets menu.
2. **Create one or more `.asset` instances** in the Project window; each is a shared, named
   piece of data referenced by `[SerializeField]` fields.
3. **Reference, don't copy.** MonoBehaviours hold a reference to the asset; they all see the
   same data, so changing the asset changes every consumer.
4. **For decoupling**, model _signals_ and _shared variables_ as ScriptableObjects: a
   "FloatVariable" the HUD reads and the player writes; an "event channel" the player raises
   and many systems listen to. Neither side references the other.
5. **Reset runtime mutations** in `OnEnable` if the asset is mutated during play, because edits
   made in the Editor at runtime persist on the asset (a frequent source of "my values
   changed after I played").
6. **Verify** by inspecting the asset values during Play mode and confirming consumers react.

## Patterns

### 1. Config/data asset

```csharp
using UnityEngine;

[CreateAssetMenu(fileName = "WeaponData", menuName = "Game/Weapon Data", order = 0)]
public class WeaponData : ScriptableObject
{
    public string displayName = "Pistol";
    public int    damage = 10;
    public float  fireRate = 0.25f;
    public GameObject projectilePrefab;
}
```

```csharp
public class Weapon : MonoBehaviour
{
    [SerializeField] private WeaponData data;   // assign the shared asset in the Inspector
    private void Fire() => Debug.Log($"{data.displayName} for {data.damage}");
}
```

### 2. Shared runtime variable (decouples producer from consumer)

```csharp
[CreateAssetMenu(menuName = "Game/Float Variable")]
public class FloatVariable : ScriptableObject
{
    [SerializeField] private float initialValue;
    [System.NonSerialized] public float runtimeValue;   // not saved to the asset

    private void OnEnable()
    {
        runtimeValue = initialValue;                    // reset when the asset loads
#if UNITY_EDITOR
        // With Reload Domain off, OnEnable does not run again on Play, so also reset there.
        UnityEditor.EditorApplication.playModeStateChanged -= ResetOnPlay;
        UnityEditor.EditorApplication.playModeStateChanged += ResetOnPlay;
#endif
    }

#if UNITY_EDITOR
    private void OnDisable() => UnityEditor.EditorApplication.playModeStateChanged -= ResetOnPlay;

    private void ResetOnPlay(UnityEditor.PlayModeStateChange change)
    {
        if (change == UnityEditor.PlayModeStateChange.ExitingEditMode) runtimeValue = initialValue;
    }
#endif
}
// Player writes playerHealth.runtimeValue; the HUD reads it — neither references the other.
```

### 3. Creating an instance at runtime (not an asset on disk)

```csharp
// For transient SO data you build in code (e.g. a generated config).
var temp = ScriptableObject.CreateInstance<WeaponData>();
temp.damage = 25;
// ...use temp...  Destroy(temp);   // clean up runtime-created instances
```

## Pitfalls

- **Editing an SO at runtime persists in the Editor** — values you change during Play stay
  changed on the asset after you stop. Keep mutable runtime state in `[NonSerialized]` fields
  reset in `OnEnable`, or it will surprise you. (In a _build_, asset edits do not persist
  across launches.)
- **Disabled Domain Reload skips your `OnEnable` reset** — with **Enter Play Mode Options**
  enabled and **Reload Domain** off (a Unity 6.3 LTS fast-iteration setting), already-loaded SOs are
  _not_ re-created when you press Play, so `OnEnable` never fires and `runtimeValue` keeps its
  value from the previous session (non-serialized fields keep their Play-mode values). Also
  reset on `EditorApplication.playModeStateChanged` (pattern 2), or from a static
  `[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]` method.
- **Expecting per-object state** — every reference points to the _same_ asset. If two enemies
  need different current HP, store HP on the MonoBehaviour, not the shared SO.
- **No frame lifecycle** — ScriptableObjects have `OnEnable`/`OnDisable`/`OnDestroy` but no
  `Update`. Don't expect per-frame callbacks.
- **Using SOs as a save file** — they're authoring assets, not runtime persistence; write
  progress with `save-systems` instead.
- **Leaking `CreateInstance` objects** — runtime-created instances are not garbage-collected
  like plain C# objects; `Destroy` them when done.

## References

- For the **event-channel** pattern (a `GameEvent` SO + listeners, type-safe payloads) and
  **runtime sets/registries** (a shared list of active enemies), read
  `references/event-channels.md`.
- Primary docs: Unity Manual "ScriptableObject" (`/Manual/class-ScriptableObject.html`) and
  "Enter Play mode with domain reload disabled" (`/Manual/domain-reloading.html`), plus
  `ScriptReference/ScriptableObject`, `ScriptReference/CreateAssetMenuAttribute`.

## Related skills

- `unity-csharp-scripting` — the MonoBehaviours that consume these assets.
- `save-systems` — persisting state to disk (what SOs are _not_ for).
- `card-game` / `rpg` / `survival-crafting` — genres that lean on SO-driven data.