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Basic implementation of a system for persisting data between scenes and sessions using event-driven architecture based on Scriptable Objects

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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:

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.

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Basic implementation of a system for persisting data between scenes and sessions using event-driven architecture based on Scriptable Objects

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