unity-data-driven

Installation
SKILL.md

Data-Driven Design -- Decision Patterns

Prerequisite skills: unity-scripting/references/scriptableobjects.md (SO creation, event channels, runtime sets, variable references), unity-editor-tools (custom inspectors, EditorWindow)

These patterns address the most common data management failure: Claude hardcodes tunable values in MonoBehaviours or uses magic numbers, making iteration and balancing painful. All game data should be designer-editable without code changes.


PATTERN: Config Data Storage Selection

WHEN: Choosing where to store game configuration (enemy stats, level layouts, loot tables)

DECISION:

  • ScriptableObject assets (default) -- Designer-editable in Inspector, type-safe, refactorable, version-controlled as YAML. Best for most game configs.
  • JSON/CSV files -- External tools generate data (spreadsheets, web tools), need modding support, or bulk editing is required. Loaded at runtime.
  • Embedded constants -- Truly fixed values (physics constants, math, protocol versions). static readonly or const.
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First Seen
Mar 19, 2026