Edit ScriptableObjects in a spreadsheet grid — bulk-edit, validate, save, and sync with Google Sheets, Excel, CSV & JSON. A Unity Editor data table for your scriptable objects, game data, balancing, and serialized fields.

No more clicking through scriptable objects one at a time. No more Inspector tedium. No export-to-Excel-and-reimport dance. Just every ScriptableObject in your project, in one editable table.

DataForge is a Unity Editor extension that turns your ScriptableObjects into a live spreadsheet. Pick a ScriptableObject type — WeaponData, EnemyData, ItemData, anything — and every asset becomes a row, every serialized field a column.

Unlike editing scriptable objects one-by-one in the Inspector, DataForge shows your whole dataset at once — so you can sort, compare, bulk-edit, validate, save, and color-code hundreds of ScriptableObjects without ever leaving Unity. Every change saves straight to the real .asset file with full Undo support.

Demo Showcase | View Online Documentation


📊 SPREADSHEET EDITING
Open a dockable, resizable table where rows are your scriptable objects and columns are their serialized fields. Click a cell and type — edits use Unity's own property drawers, so colors, curves, gradients, enums, and object references all behave exactly as they do in the Inspector. Features include a frozen header, live search, show/hide columns, pagination, and recent-type quick access.

🔁 BULK & MULTI-EDIT
The reason DataForge exists. Drag-select a column, a block, or multiple rows, type one value, and set them all at once — or fill an incrementing numeric series for IDs and tiers. Edit hundreds of ScriptableObjects in a single Undo step and a single revertible batch.

🧮 FORMULAS
Compute numeric cells from other fields in the same row with a spreadsheet-style = syntax and {field} references — e.g., ={damage} * {attackSpeed}.
Built-in functions: ABS, MIN, MAX, CLAMP, ROUND, FLOOR, CEIL, LERP, IF, LEN, UPPER, LOWER, CONCAT.

✅ DATA VALIDATION
Attach per-field rules — Required, Range, Unique, Regex, and Not-Null Reference — and catch bad data before it ships. Failures surface live in the table with a toolbar issue count; one click filters it to just the offending rows.

🎨 CONDITIONAL FORMATTING
Color cells by value so outliers and balance problems jump out at a glance — tint a rarity column by tier, flag a price of 0 in red, highlight a damage value far above the rest. Purely cosmetic; never touches your data.

☁️ GOOGLE SHEETS & EXCEL SYNC
Two-way sync any ScriptableObject type with a Google Sheet — push your table up, pull designer edits back down. Bind a project spreadsheet through the Google Picker, or round-trip through Excel via CSV. Fully optional; everything else works with no account and no internet.

🕓 CHANGE HISTORY & PERSISTENCE
Every edit is logged with its asset, field, old → new value, and timestamp — and saved between sessions. Revert a single change or roll back an entire bulk edit or import in one click. Your data and history persist across Unity restarts.

🧰 MORE TOOLS
➕ Batch Create: Generate dozens of new scriptable objects at once with prefix/suffix, zero-padding, and smart numbering.
📦 Import & Export: Load and save the table through CSV, TSV, and JSON files, or in and out of Excel and Google Sheets.
📋 Scratch Pad: A lightweight text pad for staging tabular data copied from Excel or Google Sheets.
🎮 Sample data included: Ready-to-explore RPG-style ScriptableObjects (weapons, enemies, items) to learn the tool fast.

💡 WHY DATAFORGE
✅ BUILT FOR SCRIPTABLEOBJECTS: Purpose-made to manage, edit, save, and organize your scriptable objects at scale.
✅ EDIT IN BULK: Change hundreds of ScriptableObjects in a single action instead of hundreds of clicks.
✅ BUY ONCE: No subscription, no per-edit fees, no credits. One purchase, yours forever.
✅ FULL UNDO: Every edit, bulk change, and import goes through Unity's Undo system.
✅ WORKS OFFLINE: The entire tool runs locally; Google Sheets sync is the only optional online feature.
✅ ZERO RUNTIME OVERHEAD: All scripts are Editor-only and stripped from your player builds automatically.
✅ FULL C# SOURCE: Every script is included and readable; extend or customize as you need.

🚀 HOW IT WORKS
1. Open Window → DataForge → Open DataForge.
2. Pick a ScriptableObject type from the toolbar dropdown — every scriptable object of that type loads as a row.
3. Click any cell and edit — or drag-select a range and bulk-edit it all at once.
Add formulas, validation rules, and conditional formatting to keep your data correct and readable.
4. Save and export to CSV/JSON, or sync the whole table straight to Google Sheets and Excel and back.

📧 SUPPORT & QUESTIONS
For any questions, bug reports, or feature requests, reach out at:

👉 ragendom@gmail.com
We typically respond within 24-48 hours.

Works with all render pipelines — Built-in RP, URP, and HDRP. Editor-only — zero runtime footprint, nothing added to your player builds. Newtonsoft.Json (Unity's first-party com.unity.nuget.newtonsoft-json) is the only dependency, and

DataForge installs it for you with one click. Requires Unity 2021.3 LTS or newer (including Unity 6).