What problem does it solve?
It solves tight coupling and scene-dependent configuration by giving your Unity project a clean, asset-based way to store data and broadcast events without wiring direct references everywhere.
Core Features & Use Cases
- Data Container Assets: Store designer-editable gameplay definitions (items, abilities, configs) outside scenes for consistent reuse.
- Event Channel ScriptableObjects: Implement loose-coupling communication between systems using shared event assets for typed and void events.
- Variable References: Provide inspector-friendly “constant-or-asset” values so multiple systems can share or override tuning per instance.
- Runtime Set Assets: Track active instances of a type without expensive scene searches, enabling efficient management (e.g., enemies, interactables).
- Factory Configuration: Centralize prefab/pool/spawn parameters in a single asset to standardize runtime creation and spawning behavior.
Quick Start
Use the scriptable-objects skill to structure your Unity project around ScriptableObject-backed data containers, event channels, variable references, runtime sets, and factory configuration.