Tuesday, August 4, 2026

10 ScriptableObject Patterns Every Unity Developer Should Know (Part 2) Variable Assets, Ability Definitions, Item Databases

In the previous article, we explored three of my favorite ScriptableObject patterns:

            • Data Assets

            • Runtime Sets

            • Event Channels

If those patterns help organize your project, the next four we're covering today help organize your gameplay. They're all about making your game easier to balance, extend, and maintain without constantly diving into your code.

As with every design pattern, these aren't solutions looking for problems. They're practical techniques that shine in the right situations, and as always, can become overkill if used everywhere.

Let's jump in!

Monday, August 3, 2026

10 ScriptableObject Patterns Every Unity Developer Should Know (Part 1) Data Assets, Runtime Sets, Event Channels

If you've read my previous article on ScriptableObjects, you'll know they're far more than glorified data containers. Of course they're fantastic for storing weapon stats, enemy configurations, and game settings, but that's only the beginning.

One of the biggest "wait a minute sister" moments in my personal Unity journey was realizing that ScriptableObjects can also help shape the architecture of an entire project. They aren't just assets sitting quietly in your Project window; they can become communication hubs, registries, and reusable building blocks that make your code cleaner and easier to maintain.

In this mini-series, we're going to explore ten practical ScriptableObject patterns that I sometimes use in my own Unity projects. These aren't theoretical examples you'll only find in programming textbooks. They're patterns that solve real-world problems you'll encounter as your projects grows.

Learning all these patterns is important in my opinion. Even if you don't plan to use them now, you at least know which options are available - and perhaps you may find one useful in the future. All extra useful knowledge you can add to your programmer's toolbox.

In this first part, I'll cover:

  • Data Assets

  • Runtime Sets

  • Event Channels

     

Let's dive in.

 

Sunday, August 2, 2026

Unity 7 Is Coming! Here's Everything You Need to Know

If you've been using Unity for a while, you've probably developed not only your game, but also a healthy amount of skepticism whenever a new major version is announced. We've all seen the flashy presentations, heard promises about revolutionary features, and then gone right back to waiting for shaders to compile while questioning our life choices.

Thankfully, Unity 7, scheduled to be released early 2027, does feel a little different.

Instead of trying to reinvent the engine again, Unity seems to be focusing on something developers have been asking for years: making the engine faster, smoother, and more enjoyable to use every day.

And honestly? That's exactly what I want!

Will they live up to that promise? Who knows, it's a step in the right direction at least.  

I don't need another dozen experimental systems that may or may not exist two years from now. I need my projects to open faster, Play Mode to start quicker, and the editor to spend less time making me stare at loading bars.

Let's take a look at everything Unity 7 is bringing to the table.

Friday, July 31, 2026

ScriptableObjects In Unity And The Hidden Superpowers Most Overlook


When you first encounter ScriptableObjects, it's usually introduced as a way to store data outside of a scene. You create an asset, fill in some values in the Inspector, and suddenly you've got a cleaner alternative to hardcoded variables.

But that's only scratching the surface. It can do more than just hold data!

ScriptableObjects is one of Unity's most powerful and often misunderstood feature. If used correctly, it can simplify your architecture, reduce dependencies, improve reusability, and make your project significantly easier to maintain as it grows.

Unfortunately, it also has a reputation for being overengineered. Spend enough time on Unity forums, and you'll eventually find someone suggesting ScriptableObjects as the solution to virtually every problem. Need an inventory? ScriptableObjects. Dialogue? ScriptableObjects. AI? ScriptableObjects. Coffee machine broken? ...okay, perhaps not that one.

Like any tool, it's at its best when solving the right problem.

Let's deep-dive into what ScriptableObjects really are, when/how/why you should use them, and when it's definitely not the answer.

Thursday, July 30, 2026

Don't Ditch Coroutines for Async/Await in Unity Until You Read This

If you've only ever worked with coroutines, switching to async/await can feel almost magical. The code is cleaner, easier to read, and behaves much like synchronous code.

However, there's an important difference: Tasks are a .NET feature. Coroutines are a Unity feature.

That distinction affects how they interact with Unity's object lifecycle, scene management, and exception handling.

These differences are responsible for many of the mysterious NullReferenceExceptions and "WTF it worked yesterday!!" bugs that developers encounter when first adopting async.


Tasks don't adhere to Unity object lifetimes

This is arguably the biggest gotcha.

Imagine you write a simple async method to open a door:


public async Task OpenDoor()
{
    await Task.Delay(3000);

    animator.SetTrigger("Open");
}
  

Everything works perfectly until the player changes scenes, or destroys the object...or exits play mode. Three seconds later, the task resumes anyway. Now animator no longer exists.

NullReferenceException

You may wonder:

"The GameObject was destroyed. Why is this code still running?"

Because Tasks have no clue what a GameObject is. They're managed entirely by the .NET runtime.