#Scriptableobjects
for me it was the discovery that resources can't reference each other, whereas scriptableobjects in unity do that without issue, but it's a difference in how they're loaded. i just built what i needed with nodes in a scene and it worked great.
September 3, 2026 at 12:59 AM
Found the Godot equivalent of ScriptableObjects (Resources) and this will make life easier
August 24, 2026 at 4:55 AM
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
New tutorial is out! Learn how you can use the factory pattern to convert scriptable objects to runtime items that can be stored in the players inventory.

https://youtu.be/DJwXvOSsas4

#unity3d #madewithunity #indiedev #gamedevelopment
Convert ScriptableObjects to Runtime Assets | Game Systems Explained
Scriptable Objects are great for storing shared item data but they aren't intended to be modified at runtime. In this tutorial, you'll learn how you can use ...
youtu.be
August 6, 2026 at 3:04 PM
The bottleneck was monolithic classes and methods. It was hard to know where new level functionality belonged, and adding anything meant more boilerplate or risking regressions. Breaking the logic into interfaces and ScriptableObjects has made adding levels and moving things around much easier.
July 31, 2026 at 1:57 AM
It's a shame because GameObjects and ScriptableObjects are still fun to play and make prototypes with, and things like the new Input System are amazing additions. When you go back to basics, Unity can still be genuinely fun to work with.

That being said, I can't also wait to get my hands on Godot.
July 27, 2026 at 9:18 PM
I believe people say custom resources are Godot's answer to unity's ScriptableObjects.
July 23, 2026 at 12:56 AM
ScriptableObjects Tools
assetstore.unity.com
July 6, 2026 at 2:56 PM
Have you seen the latest asset gone free? ScriptableObjects Tools You save $7.99

https://assetstore.unity.com/packages/package/268224?aid=1100le847
#unity #assetstore #freeassets
July 5, 2026 at 8:25 PM
Workaround I went with was setting up an asset postprocess to make mirrored duplicates of any item animations, since mirroring at the Animation Clip level works. Then when I'm storing them in ScriptableObjects I can auto store a reference to the mirrored copy as well
June 30, 2026 at 10:32 PM
Great setup! Using ScriptableObjects for character traits is a pro move—it keeps your data decoupled from logic, making it way easier to iterate and balance stats without touching code.
June 28, 2026 at 7:24 PM
It's a lot of cross-referencing in code and ScriptableObjects. I see so many people treating it like it's super easy, but I honestly struggle with it so much 🤣🤣 Then again, those two are just annoying. Once you start working with item stacking, the math is what gets REALLY tough 😅
June 17, 2026 at 4:11 PM
Love seeing the new dev stuff!! 😄 As a seasoned dev, I can tell you this is a really good thing to train, because you'll end up using it a lot. Something I'd recommend looking into is ScriptableObjects, I've avoided those for super long because I found them scary, but they're extremely useful! 🙌
June 10, 2026 at 2:56 PM
Yesterday I coded a small tool to help me with documentation.
It exports all ScriptableObjects from a Unity project into an Excel document. Nothing fancy, but it saved me a lot of time and made updating my documentation much easier.

#Unity #GameDev #GameTools
June 5, 2026 at 8:49 AM
Today's new thing i learned about unity - docs.unity3d.com/6000.4/Docum...

Guess who had a ScriptableObject that was loaded from the asset database, was only references on the stack and was getting unloaded mid function on a prebuild process.

*crylaugh*
June 4, 2026 at 1:49 PM
yeah definitely for ScriptableObjects of which you have many! (data)

maybe one off config SO's not so much
June 2, 2026 at 3:36 PM
... and help with clarity, every time he looks at those scripts!

Honestly even more than with MonoBehaviours, I find custom icons a must have for ScriptableObjects. I would find it impossible to work in a project with lots of data long-term without every type having a well-defined icon.
May 31, 2026 at 9:55 AM
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
My book about programming a character customization system in Unity has just released. Get it now for a huge discount!

Both 3D characters and 2D animated in Spine! Includes UI development, using ScriptableObjects, saving JSON data, loading Addressables, etc.

#unity3d #spine2d #gameprogramming
Unity Character Customization: Modular 3D and Spine 2D
jettelly.com
May 26, 2026 at 9:11 PM
NarrativeSequences are ScriptableObjects with few inheritors with unique features, depending on what we want to do with them exactly. Makes it easy to configure their unique aspects, as the NarrativeSequenceManager executes them all the same when you just drag-and-drop them.
May 17, 2026 at 9:22 PM
Been working today on a modular Research/Upgrade System using Unity ScriptableObjects.

Intending for this to be a tool I can use in multiple game projects going forward.
April 20, 2026 at 3:42 AM
Tired of editing ScriptableObjects one inspector at a time?

Game Data Workbench turns your game data into a sortable, filterable,
inline-editable table — right inside the Unity Editor. Full Undo.

Just shipped on the Asset Store. 30% off at launch.

#Unity3D #gamedev #indiedev
tinyurl.com/GDWCore
Game Data Workbench Core – Table-Based Data Editor for Unity | Utilities Tools | Unity Asset Store
Use the Game Data Workbench Core – Table-Based Data Editor for Unity from Nenoso SRL on your next project. Find this utility tool & more on the Unity Asset Store.
tinyurl.com
April 18, 2026 at 7:43 AM
📝 New blog post: State Management with ScriptableObjects

Global variables create spaghetti code. ScriptableObjects create clean, testable architecture.

Read more: https://ascendant-continuum.web.app/blog/posts/state-management-with-scriptableobjects.html

#GameDev #Unity #AccessibilityFirst #I...
April 3, 2026 at 2:01 PM