For my Game I’m using The principles shown in this video
but the problem I’m facing with this approach, is that it creates A LOT of ScriptableObject assets, and I’m constantly getting lost among so many assets, so I wanted to ask how do you organize your assets in your project.
Now, I Have the folders: CODE, PREFABS, VARIABLES… and in each of these folders I try to organize it as best as I can with subfolders, for the specific prefab the apply to, but it’s a complete mess since Scripts can be applied to several prefabs, and the same goes for variables.
It’s worth noting that this video leads to a bit of a trap, particularly the organisational nightmare you’re facing. In a lot of cases you really don’t need to make variable scriptable objects for every value. I suggest creating scriptable objects that are collections of data, or consider if you need to use scriptable objects at all in certain situations.
Other than that, depending on the size of your project, you should look to organise your project based on features/mechanics/systems, and then break them down in respective, clearly named folders. To provide an example from my own project, here’s part of the older structure for my item inventory structure:
Everything related to the one system in the same folder, broken down into what makes sense for this particular system. Other systems might be structured differently (though most all have an Assets and Scripts folder) depending on what they need. The main thing is you keep everything relevant in the same place, rather than scattered across a sprawling structure.