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unity-scriptableobjects
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.
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# Unity ScriptableObject Architecture
Use `ScriptableObject` 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