- Skill ID
- gamedev-skills/awesome-gamedev-agent-skills/unity-scriptableobjects
- Publisher
- gamedev-skills
- Repository
- awesome-gamedev-agent-skills
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
gamedev-skills/awesome-gamedev-agent-skills/unity-scriptableobjectsInstalls these files- SKILL.md
- references/event-channels.md
What this skill tells the agent
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
*.assetdata files backed by: ScriptableObjectclasses.
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
- Define the class deriving from
ScriptableObjectand tag it with[CreateAssetMenu]so designers can create instances from the Assets menu. - Create one or more `.asset` instances in the Project window; each is a shared, named piece of data referenced by
[SerializeField]fields. - Reference, don't copy. MonoBehaviours hold a reference to the asset; they all see the same data, so changing the asset changes every consumer.
- 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.
- Reset runtime mutations in
OnEnableif 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"). - Verify by inspecting the asset values during Play mode and confirming consumers react.
Patterns
1. Config/data asset
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;
}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)
[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 each play session
}
// Player writes playerHealth.runtimeValue; the HUD reads it — neither references the other.3. Creating an instance at runtime (not an asset on disk)
// 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 instancesPitfalls
- 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 inOnEnable, 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
OnEnablenever fires andruntimeValuekeeps its value from the previous session. Reset explicitly from anISerializationCallbackReceiveror a scene-load hook instead of relying onOnEnablealone. - 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/OnDestroybut noUpdate. Don't expect per-frame callbacks. - Using SOs as a save file — they're authoring assets, not runtime persistence; write progress with
save-systemsinstead. - Leaking `CreateInstance` objects — runtime-created instances are not garbage-collected like plain C# objects;
Destroythem when done.
References
- For the event-channel pattern (a
GameEventSO + listeners, type-safe payloads) and runtime sets/registries (a shared list of active enemies), readreferences/event-channels.md. - Primary docs: Unity Manual "ScriptableObject" (
/Manual/class-ScriptableObject.html) andScriptReference/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.
More from gamedev-skills
Use this skill in a project
Open any RiverX project, search the Skills panel for gamedev-skills/awesome-gamedev-agent-skills/unity-scriptableobjects, and install it in one click.
