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:
[Description truncada. Veja o README completo no GitHub.]