ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects --agent claude-codeHow it fires
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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
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.
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)**.
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.
**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.
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.
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}");
}[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.// 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.)
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. 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.
`Update`. Don't expect per-frame callbacks.
progress with `save-systems` instead.
like plain C# objects; `Destroy` them when done.
**runtime sets/registries** (a shared list of active enemies), read `references/event-channels.md`.
`ScriptReference/ScriptableObject`, `ScriptReference/CreateAssetMenuAttribute`.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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