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SCRIPTABLE OBJECTS in Unity 6 | 2025 tutorial

159 views· 10 likes· 2:57· Sep 22, 2025

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#gamedev #unitytutorial #unity3d Learn how to develop a complete Flappy Bird clone in Unity! This tutorial covers everything from setting up the project and implementing player movement to spawning obstacles, designing the UI, and adding a scoring system. 00:00 Intro 00:08 Creating the WeatherData ScriptableObject Script 00:42 Setting Up WeatherDisplay Script 01:54 Linking UI Elements in the Inspector 02:35 Testing Weather Display in Play Mode 🎮 Play my Steam game: https://store.steampowered.com/curator/45606083?snr=1_5_9__2000 👍 Subscribe for More Unity Tutorials: https://www.youtube.com/@CasayonaCode 💬 Join Our Discord Community: https://discord.gg/hzg93VwPJe 👑 Support on Patreon (Free Assets!): https://www.patreon.com/c/CasayonaCode ❤️ Check Out My Itch.io Page: https://casayonastudio.itch.io/ 🖥️ Download Source Code & Assets: https://www.patreon.com/collection/961077?view=expanded 📩 Contact Me: casayona.team@gmail.com ················································································ #unitytutorial #gamedev #unity3d

About This Video

In this Unity 6 (2025) tutorial, I walk you through how I use ScriptableObjects to store and display structured data cleanly—without cluttering my code. I start by creating a WeatherData ScriptableObject (right click in the Project window → Create → C# Script), then I switch the inheritance from MonoBehaviour to ScriptableObject. From there, I set it up to hold everything I need per “city”: city name, weather status, icon, and temperature. The big takeaway is that ScriptableObjects make your data modular and easy to manage. After that, I set up a display script that references the UI elements (city name text, status text, temperature text, and an icon image) and link them in the Inspector. In Start(), I push the ScriptableObject values into the UI, including formatting the temperature in Celsius with the degree symbol. Then I show how a simple manager approach lets you swap between cities by just assigning different ScriptableObject instances—no code changes required. This workflow is perfect when you want maintainable, reusable data setups for RPGs, simulation games, or city-building style projects.

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