A small Unity project can survive with a few scripts scattered throughout the Assets folder.
A larger project cannot.
As the number of features increases, organization becomes increasingly important.
A useful structure might be:
Assets
├── Art
├── Audio
├── Materials
├── Prefabs
├── Scenes
├── Scripts
│ ├── Gameplay
│ ├── UI
│ ├── Systems
│ ├── Data
│ └── Utilities
└── Resources
Separate Responsibilities
Instead of one massive GameManager, use focused systems.
GameManager
SaveManager
AudioManager
UIManager
LevelManager
AdsManager
SettingsManager
Each system should have a clear responsibility.
Avoid Spaghetti Dependencies
If every script accesses every other script, the project becomes difficult to modify.
Events can help.
For example:
Player
↓
LevelCompleted Event
↓
GameManager
↓
UI
The Player doesn’t need to directly control every system.
ScriptableObjects
ScriptableObjects can be useful for storing configuration and game data separately from runtime logic.
They’re particularly useful for:
- Weapons
- Characters
- Levels
- Items
- Game settings
Conclusion
Good architecture isn’t about creating the most complicated system.
It’s about creating a structure that remains understandable when the project grows.