using System; using UnityEngine; public class SettingsScriptableObject : ScriptableObject { [Serializable] private struct SubSetting { public string name; public int value; } [SerializeField] private string _setting; [SerializeField] private int _anotherSetting; [SerializeField] private float _andAnotherSetting; [SerializeField] private SubSetting _subSetting; public void UpdateSetting(string newSetting) => _setting = newSetting; }