![]() We could have made the featured mini-game with far fewer lines of code, but this demo specifically focuses on design patterns with ScriptableObjects. As you familiarize yourself with them, you’ll start recognizing how ScriptableObjects underpin the architecture of the mini-game. We’ve also provided simplified demo examples for each of the most common ScriptableObject patterns. This event-driven architecture can help make code more organized and debuggable. ![]() ![]() They connect these manager scripts with other scene objects and the user interface. They play a vital role in bridging these components so that they can talk and share data between them.Įvents are instrumental for communication between different parts of the project. These MonoBehaviours work with your ScriptableObjects. The ScoreManager updates score values, handles game events, and controls UI updates for score displays.The GameSetup works with the GameManager to set up the ball, paddles, walls, and goals.The GameManger controls the game states (start, end, reset), initializes game components, manages the UI, and responds to events.Several higher-level manager scripts control game flow: As you might expect, components like Paddle, Ball, Bouncer, and ScoreGoal scripts govern basic gameplay. The sample game recreates an iconic 2D physics simulation and showcases the potential of ScriptableObject-based design patterns.īefore diving into the patterns, however, you’ll want to familiarize yourself with the MonoBehaviours that make up the application. This simplified demo project omits a main menu scene. Many projects also include a staging area for the main menu after the bootstrap scene. Disable the SceneBootstrapper in the GameSystems menu if you want to explore those individual scenes. In most cases, these scenes are primarily composed of Prefabs.Įach mini-game level is a separate Unity scene and appears in the Build Settings. The SceneLoader then additively loads (and unloads) any gameplay scenes as needed. In this specific demo project, everything needed to create the game is a Prefab, including a camera, SplashScreen, UI menus, and a SceneLoader. When exiting Play mode, the Editor reloads the previous scene.Īnother component in the bootstrap scene, the Sequence Manager, can then instantiate essential Prefabs on scene load. If your Unity application spans several scenes, the bootloader can force load a specific bootstrap scene, which is the first scene from the Build Settings. To avoid dependency issues, the bootstrapper configures essential game objects, managers, or services when a scene is loaded. This initialization code is separate from the game logic and ensures that all dependencies are set up correctly for the objects in the scene. Though these are not specific to ScriptableObjects, the demo project uses a couple of common techniques to help start the game application in a consistent and predictable state.Ī Scene Bootstrapper (or bootloader) is an Editor extension script responsible for setting up the game’s initial state. Load the Bootloader_scene or enable Load Bootstrap Scene on Play from the GameSystems menu. Locate and download the project in the GitHub repository. How to use a ScriptableObject-based runtime set.Use ScriptableObjects as event channels in game code.Use ScriptableObjects as delegate objects.Use ScriptableObject-based enums in your Unity project.Separate game data and logic with ScriptableObjects.This series includes the following articles: ![]() These tips can help you simplify your code, reduce memory usage, and promote code reusability. Together, the e-book, demo project, and these mini-guides provide best practices for using programming design patterns with the ScriptableObject class in your Unity project. The demo is inspired by classic ball and paddle arcade game mechanics, and shows how ScriptableObjects can help you create components that are testable, scalable, and designer-friendly. This is the first in a series of six mini-guides created to assist Unity developers with the demo that accompanies the e-book. This page provides an overview of PaddleBallSO, the companion demo project for the e-book Create modular game architecture in Unity with ScriptableObjects, and explains how it uses design patterns and modularity in its code architecture.
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