A sample Unity project demonstrating a scalable multi-scene architecture using:
- Addressables for dynamic scene loading
- ScriptableObject-based Event Channels for decoupled communication
- SceneReference management for clean scene address handling
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Addressables Integration
- Scenes are managed as Addressable assets
- Dynamically load/unload scenes by address at runtime
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ScriptableObject Event Channels
- Decoupled event-driven architecture
- EventChannels trigger scene loads without tight coupling
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SceneReference ScriptableObjects
- Stores scene addresses in an easy-to-use, type-safe way
- Avoids hardcoded scene names or indexes
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Clean Bootstrap Pattern
- Bootstrap scene initializes services and listens to events
- Allows simple swapping of feature scenes