> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects
Use ScriptableObject assets to store shared data and decouple systems in Unity 6 —
configuration, event channels, and registries that live as project assets instead of being
hard-wired into scenes or singletons. Targets Unity 6 (6000.0 LTS).
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.
*.asset data files backed by : ScriptableObject classes.When _not_ to use: per-instance runtime state that differs per GameObject (that belongs on
a MonoBehaviour) — a ScriptableObject asset is _shared_ by everyone who references it. Saving
player progress to disk → save-systems. Plain DTOs that never need to be an asset can just be
[System.Serializable] classes.
ScriptableObject and tag it with [CreateAssetMenu] sodesigners can create instances from the Assets menu.
.asset instances in the Project window; each is a shared, namedpiece of data referenced by [SerializeField] fields.
same data, so changing the asset changes every consumer.
"FloatVariable" the HUD reads and the player writes; an "event channel" the player raises
and many systems listen to. Neither side references the other.
OnEnable if the asset is mutated during play, because editsmade in the Editor at runtime persist on the asset (a frequent source of "my values
changed after I played").
using UnityEngine;
[CreateAssetMenu(fileName = "WeaponData", menuName = "Game/Weapon Data", order = 0)]
public class WeaponData : ScriptableObject
{
public string displayName = "Pistol";
public int damage = 10;
public float fireRate = 0.25f;
public GameObject projectilePrefab;
}
public class Weapon : MonoBehaviour
{
[SerializeField] private WeaponData data; // assign the shared asset in the Inspector
private void Fire() => Debug.Log($"{data.displayName} for {data.damage}");
}
[CreateAssetMenu(menuName = "Game/Float Variable")]
public class FloatVariable : ScriptableObject
{
[SerializeField] private float initialValue;
[System.NonSerialized] public float runtimeValue; // not saved to the asset
private void OnEnable() => runtimeValue = initialValue; // reset each play session
}
// Player writes playerHealth.runtimeValue; the HUD reads it — neither references the other.
// For transient SO data you build in code (e.g. a generated config).
var temp = ScriptableObject.CreateInstance<WeaponData>();
temp.damage = 25;
// ...use temp... Destroy(temp); // clean up runtime-created instances
changed on the asset after you stop. Keep mutable runtime state in [NonSerialized] fields
reset in OnEnable, or it will surprise you. (In a _build_, asset edits do not persist
across launches.)
OnEnable reset — with Enter Play Mode Optionsenabled and Reload Domain off (a Unity 6 fast-iteration setting), already-loaded SOs are
_not_ re-created when you press Play, so OnEnable never fires and runtimeValue keeps its
value from the previous session. Reset explicitly from an ISerializationCallbackReceiver or
a scene-load hook instead of relying on OnEnable alone.
need different current HP, store HP on the MonoBehaviour, not the shared SO.
OnEnable/OnDisable/OnDestroy but noUpdate. Don't expect per-frame callbacks.
progress with save-systems instead.
CreateInstance objects — runtime-created instances are not garbage-collectedlike plain C# objects; Destroy them when done.
GameEvent SO + listeners, type-safe payloads) andruntime sets/registries (a shared list of active enemies), read
references/event-channels.md.
/Manual/class-ScriptableObject.html) andScriptReference/ScriptableObject, ScriptReference/CreateAssetMenuAttribute.
unity-csharp-scripting — the MonoBehaviours that consume these assets.save-systems — persisting state to disk (what SOs are _not_ for).card-game / rpg / survival-crafting — genres that lean on SO-driven data.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/unity-scriptableobjects from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.