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Get Started Free →Architect Unity 6 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.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-03 | ✗→✓ | ▲ Improved | 8% | 0% |
| case-07 | ✗→✓ | ▲ Improved | 49% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 38% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 44% | 0% |
| case-01 | ✓→✓ | = Same ✓ | 93% | 0% |
Use ScriptableObject assets to store shared data and decouple systems in Unity 6 — configuration, event channels, and registries that live as project assets instead of being hard-wired into scenes or singletons. Targets Unity 6 (6000.0 LTS).
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.
*.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.
ScriptableObject and tag it with [CreateAssetMenu] sodesigners can create instances from the Assets menu.
.asset instances in the Project window; each is a shared, namedpiece of data referenced by [SerializeField] fields.
same data, so changing the asset changes every consumer.
"FloatVariable" the HUD reads and the player writes; an "event channel" the player raises and many systems listen to. Neither side references the other.
OnEnable if the asset is mutated during play, because editsmade in the Editor at runtime persist on the asset (a frequent source of "my values changed after I played").
csharpusing 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; }
csharppublic class Weapon : MonoBehaviour { [SerializeField] private WeaponData data; // assign the shared asset in the Inspector private void Fire() => Debug.Log($"{data.displayName} for {data.damage}"); }
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 each play session } // Player writes playerHealth.runtimeValue; the HUD reads it — neither references the other.
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
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.)
OnEnable reset — with Enter Play Mode Optionsenabled and Reload Domain off (a Unity 6 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. Reset explicitly from an ISerializationCallbackReceiver or a scene-load hook instead of relying on OnEnable alone.
need different current HP, store HP on the MonoBehaviour, not the shared SO.
OnEnable/OnDisable/OnDestroy but noUpdate. Don't expect per-frame callbacks.
progress with save-systems instead.
CreateInstance objects — runtime-created instances are not garbage-collectedlike plain C# objects; Destroy them when done.
GameEvent SO + listeners, type-safe payloads) andruntime sets/registries (a shared list of active enemies), read references/event-channels.md.
/Manual/class-ScriptableObject.html) andScriptReference/ScriptableObject, ScriptReference/CreateAssetMenuAttribute.
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.Other measured skills in the registry, with their headline benchmark lift.