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
*.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.
Core workflow
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Installs
881
Repository
gamedev-skills/…t-skills
GitHub Stars
456
First Seen
Jun 27, 2026
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