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 readonlyorconst.
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