Modifying a ScriptableObject at runtime changes its asset file. Avoid unintended data changes by cloning it with Instantiate() before using it for runtime data. #Unity #UnityTips #gamedev
#Unity
You can use ScriptableObjects as an event system. Define event assets (GameEvent) and listeners (GameEventListener) to decouple systems. This modular approach keeps dependencies low and scales beautifully. #Unity #UnityTips #GameDev
I usually prefer my own usernames. #Unity Gaming Services API just gave me “FamiliarHoppingChinchilla#7”. Now I’m torn. #gamedev
