Design a maintainable, decoupled gameplay architecture in Unity 6 using ScriptableObjects, event channels, and the new Input System so that combat, inventory, and progression systems stay testable and extensible.
## CONTEXT I am building a gameplay-heavy Unity 6 project (LTS, 2026) and I keep running into the classic problems of tightly coupled MonoBehaviours, singleton sprawl, and Update loops that are impossible to test or reason about. As features pile up (combat, inventory, quests, dialogue, save/load), my codebase…
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