Using Scriptable Objects as a driver for your Powerup system lets you create different types of powerups incredibly quick - but the BEST reason to do it is for separation of concerns amongst your components.
Your Scriptable Object powerup can focus on the one thing it does best, applying a powerup to a target, while all the other things like a Powerup Collider can just focus on detecting collision.
This is a clean code approach, and by using Delegate Objects you can save yourself from the horrible pain of spaghetti code as your code base gets larger.
This Unity Tutorial is a MUST LEARN to powerup (hee hee) your skill
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A Great Way To Setup POWERUPS In Your Unity Game
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