I have a bunch of ScriptableObjects in Unity to configure different behaviors for creatures in my game, which is great because it decouples behavior from the visual representation and lets me avoid having to make hundreds of different prefab variants.
Now that it’s a semi-official part of Unity, I’m interested in augmenting this approach using Bolt visual scripting to define more behavior logic. Bolt flow machine macros are serialized to .asset files on disk that behave pretty similarly to ScriptableObjects, but they are in fact serialized subclasses of MonoBehaviour. I’d really like to be able to configure my ScriptableObjects by plugging different FlowMachines into them, but I don’t think there’s any way to do this natively – is there a good pattern I could use to solve this problem?