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
#UnityTips
You can use ScriptableObjects as an event system. Define event assets (GameEvent) and listeners (GameEventListener) to decouple systems. This modular approach keeps dependencies...
Unity's ScriptableObjects live outside the scene and stay in memory only when needed. Ideal for large datasets like inventory items or dialogue trees. #UnityTips #optimization
