Here we go again, yet another blog post about a debate that's been quietly ruining developer's sleep since the dawn of object-oriented programming. Sit back and relax, because we're finally settling the "interface or abstract class" argument.
Why This Comparison Even Matters
As a solo game developer like myself, you don't have a senior architect looking over your shoulder telling you your class hierarchy is a big mess. When it comes to interfaces vs abstract classes in Unity, the choice you make on day one tends to snowball... and it'll either be a clean, swappable system, or turn into a tangled inheritance chain you'll be untangling weeks from now. Fully understanding both of them is important, especially at the beginners stage, since this is not even an intermediate topic.
Both let you enforce structure across your scripts. Neither is "wrong." But picking the wrong one for the wrong job is how you end up with an Enemy abstract class that fifteen unrelated objects are awkwardly pretending to inherit from just to get one shared method.


