https://github.com/fontinixxl/data-persistence-demo
Basic implementation of a system for persisting data between scenes and sessions using event-driven architecture based on Scriptable Objects
https://github.com/fontinixxl/data-persistence-demo
addressables scriptable-object unity
Last synced: about 2 months ago
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Basic implementation of a system for persisting data between scenes and sessions using event-driven architecture based on Scriptable Objects
- Host: GitHub
- URL: https://github.com/fontinixxl/data-persistence-demo
- Owner: fontinixxl
- License: gpl-3.0
- Created: 2022-03-05T10:14:46.000Z (over 4 years ago)
- Default Branch: main
- Last Pushed: 2023-10-09T14:33:56.000Z (over 2 years ago)
- Last Synced: 2025-04-04T21:36:46.096Z (about 1 year ago)
- Topics: addressables, scriptable-object, unity
- Language: C#
- Homepage:
- Size: 267 KB
- Stars: 1
- Watchers: 1
- Forks: 1
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# Unity Architecture sample; Scene flow and Data Persistence on a Breakout-like game
Basic implementation of a persistence data system between scenes and sessions using an event-driven architecture based on Scriptable Objects.
Showcase use of Scriptable Objects, Modular SaveSystem, Addressable, Assembly Definition files and other good programming practices.
Inspired by the following work:
- Unity Open Project - [ChopChop](https://github.com/UnityTechnologies/open-project-1)
- Unite Austin 2017 - [Game Architecture with Scriptable Objects](https://www.youtube.com/watch?v=raQ3iHhE_Kk) with Ryan Hipple
This showcase is intended to spotlight exemplary game architecture practices, designed for advanced programmers who wish to elevate their skills further.
## Disclaimer
Please note that the main focus of this demo is to highlight best practices in game architecture, specifically in the implementation of a persistence data system, event-driven architecture, and utilization of Scriptable Objects, among others. Consequently, elements like gameplay logic, art, and UI may not be polished to high standards.