Most Unity developers use ScriptableObjects — few truly understand them. They’re not just data containers. They’re Unity’s bridge between code and content. Have you heard of SOs as event channels?
In this post, I break down:
What ScriptableObjects actually are
Why Unity created them
How they simplify data sharing and decouple systems
Where they shouldn’t be used
And patterns that make your projects scale better
Read the full post here
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