#Scriptableobjects
call me a damn goose the way im nesting these scriptableObjects.
October 22, 2025 at 10:27 PM
Unity ha actualizado el e-book "Create modular game architecture in Unity with ScriptableObjects" 🔥

Aprender a ser un Maestro Jedi con los ScriptableObjects👇

lnkd.in/dUUqZP7x

#MadeWithUnity #Unitytips #Gamedev
September 10, 2025 at 9:40 AM
🚀 We've updated our e-book, "Create modular game architecture in Unity with ScriptableObjects" and its companion sample project, “Paddle Ball” to Unity6! Learn how to build scalable, testable, and designer-friendly games with ScriptableObjects.

Learn more: on.unity.com/47oCPZz

#Unitytips #Gamedev
September 2, 2025 at 2:06 PM
prototype status: finally running the "instantiate a level in a blank scene from data scriptableobjects/addressable references" and...
Anakin Skywalker: It's Working!
Alt: Anakin Skywalker: It's Working!
static.klipy.com
May 27, 2026 at 9:01 AM
me: You have changed my life Ever since I met you 2 days ago.......
ScriptableObjects in Unity: I am literally just the concept of ScriptableObjects in Unity
December 11, 2024 at 8:21 PM
ScriptableObjects Tools
assetstore.unity.com
July 6, 2026 at 2:56 PM
Just found out you can drop a png called "(script name) Icon" into a folder in your unity project and all scriptableObjects based on it will update their icons to match. that makes my menus SO much nicer to look at
October 30, 2025 at 12:11 PM
Not some flashy gameplay video. Today it's all about making AI easier to change in the inspector.

#gamedev #indiegamedev #scriptableobjects
September 28, 2025 at 11:12 PM
I manage gamestate with reference/field pairs. They start as ScriptableObjects with default values but at runtime I create instances that can be saved and loaded. I can use the ScriptableObjects to construct conditions/events throughout. #gamedev #unity #indiedev #narrativegame
December 3, 2024 at 2:34 AM
wrote this system of "World Vars" to have world state captured in ScriptableObjects

so we can hook up game logic "code free"

it's slowly turning into a turing complete system
January 31, 2026 at 9:35 AM
Rewrote the river side object spawner to be more robust. It now uses ScriptableObjects for themes, coroutine-based spawning, and smarter placement controls. Next up: a pooling system using a point cloud + moving more generation into coroutines😸 #indiegame
NimianLegends.com
May 1, 2025 at 1:00 PM
Small increments are always great. Learning how to use ScriptableObjects for my cards. Really enjoying trying the "Unity" way instead of reinventing the wheel.

#gamedev #indiedev #indiegamedev #unity
March 7, 2025 at 11:31 PM
Here's a tip for anyone using Unity: Use ScriptableObjects. I used Unity ScriptableObjects to store player all movement values. That one decision made tuning easy, I can adjust every single aspect my character's movement real time as I'm playing. #UnityTips #IndieDev #GameDev #ScriptableObject
May 30, 2025 at 9:57 PM
#gamedev #unity #indiegame #twine
finally bit the bullet and implemented a #graph for the dialogue that persists #ScriptableObjects. this is so much nicer than having game objects for the dialogue options in the scene.
July 27, 2025 at 9:16 PM
ScriptableObjects are great and all, but they really need to rename that shit to DataContainer or smthn
January 28, 2026 at 8:17 PM
Working on an editor tool for my card game. I keep finding hidden advantages to using prefabs as a data structure instead of limiting myself to ScriptableObjects.

#gamedev #unity
August 13, 2026 at 12:58 AM
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
February 14, 2025 at 10:57 AM
I just love being able to calibrate effects on the fly🥰

I want to thank all the ScriptableObjects,
that have helped me along the way,
to reach this place where the Pixie Hex effect,
is finally as I imagined it in my head🫠

#gamedev #indiegame #indiedev #pixelart #programming
April 18, 2025 at 11:28 AM
For the Godot game devs out there,

I was looking for something similar to ScriptableObjects from Unity land and bumped into Custom Resources... am I on the right track?? Thanks! 💜
January 31, 2025 at 4:53 AM
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
February 14, 2025 at 10:57 AM
"scriptableobjects but embedded in scene files" sent an icy chill down my spine
July 14, 2025 at 10:56 PM
Hey hey,

insight time!

some weeks ago I've optimize memory usage via transferring enemy properties to ScriptableObjects.
This way values such as MoveSpeed or MaxHealth are stored in only one place.

Please follow and wishlist:
store.steampowered.com/app/2588750

#indiedev #indiegame #gamedev #rpg
September 11, 2025 at 10:48 AM
More refactoring work today;

Basically anything with a collider had a component called "MaterialProperties" that defined how that surface would interact with weapons/projectiles as well as what SFX/VFX to use.

Changing all of those to use ScriptableObjects instead...

#gamedev #indiegame #unity3d
May 15, 2025 at 8:37 PM
Today I’ve been planning out a modular weapons system for StationFall. I’m aiming to keep it easy to iterate on—and thankfully, ScriptableObjects make that a whole lot easier! Next step: turning this into working code! #indiegamedev #gamedev #planning
April 14, 2025 at 3:56 PM