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*Tiny modular pieces utilizing the power of Scriptable Objects*
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# Influences
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Unity Atoms is derrived from and a continuation of Ryan Hipple's [talk](https://www.youtube.com/watch?v=raQ3iHhE_Kk&t=2787s) from Unite 2017. The original source code can gbe found [here](https://github.com/roboryantron/Unite2017).
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Unity Atoms is derrived from and a continuation of Ryan Hipple's [talk](https://www.youtube.com/watch?v=raQ3iHhE_Kk&t=2787s) from Unite 2017. The original source code can be found [here](https://github.com/roboryantron/Unite2017).
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[This](https://www.youtube.com/watch?v=6vmRwLYWNRo&t=738s) talk by Richard Fine is a forerunner to Ryan Hipple's talk during Unite 2017.
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# Motivation
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The general approach to building scripts in Unity often generates a code base that is monolithic. This results in that your code is cumbersome to test, non-modular and hard to debug and understand.
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Unity Atoms is an open source library that aims to make your game code become:
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- 📦 Modular *- avoid scripts and systems directly dependent on each other*
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- ✏️ Editable *- Scriptable Objects makes it possible to make changes to your game at runtime*
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- 🐞 Debuggable *- modular code is easier to debug than tightly coupled code*
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# Introduction
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Before you start looking into this library you should watch the video above ☝️ and read [this](https://unity3d.com/how-to/architect-with-scriptable-objects) article on how to architect your game with Scriptable Objects.
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# Variables
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# References
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# Lists
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