Topic 12 · 4 workflows
Authored content
Keep game data in assets a human can open and edit in the Editor: ScriptableObjects, prefabs, importers and baked output, checked by validators.
- Authored over generatedWhy game data must live in assets a human can open and edit in the Editor, and what that rules out.
- Authored data assetsScriptableObjects, prefabs, variants, asset references and text serialization as the single source of truth.
- Importers and baking into editable assetsScriptedImporter, AssetPostprocessor and bake steps that write inspectable, committed assets instead of hidden runtime state.
- Validation and the authored-system checklistEditor validators that flag broken data, and the checklist an agent runs before building any new system.