ScriptableObject Architect

ScriptableObject Architect (SOA) replaces the slow, click-heavy workflow of Unity’s default Inspector with a high-performance spreadsheet-style editor directly inside the Unity Editor.

Whether you are balancing an RPG with hundreds of items, managing card data for a TCG, tuning enemy stats, or maintaining large gameplay databases, SOA lets you see the big picture and edit everything in one place.


Spreadsheet Workflow
Edit, sort, compare, and manage large numbers of ScriptableObject assets in a single grid view. Stop clicking through folders and inspectors just to check one field at a time.


Wide Data Support
SOA supports a broad range of commonly used field types directly in the grid, including:
int, float, bool, string, Color, enums, object references, Vector2, Vector3, Vector2Int, Vector3Int, Rect, Bounds, Quaternion, LayerMask, AnimationCurve, long, and double.
Complex types such as lists and structs can be edited through popup inspectors.


Visual Validation
Never ship broken data. Use the [SOAValidate] attribute to define custom rules such as “Health must be greater than 0” or “Tags cannot be empty.” Invalid cells turn red instantly and display helpful tooltip feedback.


Visual Range Bars
Number fields with Unity [Range] attributes display background progress bars, making it easy to spot balance outliers at a glance.


Hover Previews
Preview supported assets directly from the grid. Hover over asset names and object reference fields like Sprites, AudioClips, and GameObjects to get quick visual feedback without leaving the window.


Advanced Search Engine
Find exactly what you need using powerful query syntax, including:

  • numeric comparisons: goldValue > 500
  • booleans: isQuestItem = true
  • enums: category = Weapon
  • strings: description contains "deep woods"
  • null checks: icon != null
  • nested fields: passiveBonus.amount > 5
  • list queries: tags contains Tradeable
  • multi-clause searches: category = Weapon and goldValue > 100

You can search using either C# field names or display names.

Advanced Search Guide
A dedicated in-editor Advanced Search Guide window shows the full supported syntax, so users do not need to memorize operators.


Batch Operations
Speed up repetitive workflows with powerful batch tools:

  • mass rename selected assets using patterns like Item_{000}
  • copy and paste values between cells
  • apply values to all visible rows
  • granular apply for vectors and colors, such as applying only the Y value to all rows

Row Actions
Quickly manage assets directly from the grid:

  • double-click to open assets
  • ping assets in the Project window
  • reveal assets in Explorer/Finder
  • copy asset paths

Column Management
Customize the grid for your workflow with:

  • show/hide optional columns
  • show all columns
  • hide optional columns
  • reset layout
  • saved column widths and visibility per ScriptableObject type

Horizontal Scrolling for Large Tables
Navigate wide datasets more comfortably with built-in horizontal scrolling, including Shift + mouse wheel support.


CSV / JSON Import and Export
Export your data to CSV or JSON for external editing in Excel, Google Sheets, or custom pipelines, then import it back into Unity. SOA supports reliable round-tripping for the supported data types.


Empty States and In-Window Tips
Helpful empty states and guidance make the tool easier to learn and use, especially for new users.


Duplicate Type Name Handling
If your project contains multiple ScriptableObject types with the same class name in different namespaces, SOA disambiguates them clearly in the type selector.


Built for Real Production Data
SOA is designed for large content-heavy projects where balancing, comparing, and maintaining data quickly becomes painful in the default Inspector.

Typical use cases include:

  • RPG items and loot tables
  • card game data
  • enemy and NPC stats
  • quests and rewards
  • weapons, abilities, and status effects
  • economy balancing
  • any large ScriptableObject-driven dataset