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When to prefer ScriptableObjects over static data classes in Unity projects

  • December 16, 2025
  • 0 replies
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Zerema

I’m trying to clean up how shared configuration data is handled in a Unity project and wanted to sanity-check my approach.For things like gameplay tuning values, item definitions, and balance parameters, I’ve seen both of these patterns used:

  • Static data classes with constants or readonly fields

  • ScriptableObjects used as data containers, referenced by systems at runtime

I understand the general benefits of ScriptableObjects (serialization, inspector editing, asset reuse), but I’m less clear on the tradeoffs once a project grows in size — especially around testing, version control, and runtime safety. In practice, when do you consider static data classes the better option, and when do ScriptableObjects clearly scale better?