Sequence-based architectures in Unity involve every sequence inheriting from a common base class, GameSequence, which manages when and how sequences activate utilizing Unity's lifecycle methods and UnityEvents for triggering audio/visual effects.
This method allows for easy configuration and execution of sequences within Unity Editor, promoting modular thinking and scalability in game development.
Benefits include predictable lifecycle management, no need for boilerplate code for activation, and encouraging a visually composed hierarchy in Unity for interactions.
Challenges include managing scene hierarchy when over-nesting sequences and potential runtime errors due to improper configuration. Best practices involve clear naming conventions, focused responsibilities, and keeping dependencies encapsulated.