I am somewhat new to Unity and its structure, and am used to large OOP structures. If I were creating a scene based on another scene where only one model and one data file was different is there an efficient way to hold the ‘base’ of the scene so that as you build/change you won’t have to make the changes in two places? I’m looking for something similar to an abstract class that holds most of the data that can be used by both and updated in one place, but each class that inherits the abstract class has its own unique properties as well.
Thanks in advance!