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Strategy Pattern Implementation with ScriptableObjects

  • Generic Strategy Interface (IStrategy<T>): A reusable, type-safe interface that defines an Execute(T context) method, enabling flexible behavior definition across various systems.
  • ScriptableObject-Based Strategies: Each strategy is implemented as a ScriptableObject, allowing you to create, reuse, and edit behaviors directly in the Unity Editor without modifying code.
  • MultiStrategy Composition: Compose multiple strategies into a single MultiStrategySO, which executes each sub-strategy sequentially, enabling modular and scalable behavior trees or action stacks.
  • Plug-and-Play Architecture: Integrate new behaviors at runtime or in the editor simply by creating new StrategySO assets and assigning them to MonoBehaviours or systems that consume IStrategy<T>.

When to Use It

  • When designing AI, abilities, event responses, or any modular behavior that benefits from separation of concerns and reuse.
  • When you want to empower designers or non-programmers to configure behaviors in the Unity Editor without writing code.
  • In projects that require easily testable and swappable logic components following the open/closed principle.

When Not to Use It

  • For performance-critical operations where ScriptableObject indirection might introduce unnecessary overhead.
  • When behavior logic is tightly coupled to runtime data or state that cannot be serialized or injected into a stateless strategy context.
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