SheetForge — Google Sheets & Excel to ScriptableObject View on Asset Store (opens in new tab)

Package details

Latest version
1.1.0
Last updated
First released
Unity version
2022.3.17 or later
Package size
3.9 MB
Files
844
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3
Views in the past week
22

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SheetForge — Google Sheets & Excel to ScriptableObject

by Snowdrop (opens in new tab)

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Import Google Sheets, Excel and CSV/TSV into strongly-typed ScriptableObjects — every cell validated, every error reported with its fix. Edit in Unity or in a browser; push back to Google Sheets.

Price $24.99

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Price history

Last 6 months

USD
Price history for SheetForge — Google Sheets & Excel to ScriptableObject, 6 months Current $24.99; lowest $12.49; highest $24.99 in this period. $0 $12.5 $25 14 Sep 28 Sep 12 Oct 26 Oct Version 1.1.0 released 5 Nov 2026 v1.1.0

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SheetForge — Google Sheets & Excel to ScriptableObject screenshot 1

SheetForge — Google Sheets & Excel to ScriptableObject screenshot 1

About this asset

TRY IT FREE IN YOUR BROWSER → web.sheetforge.workers.dev

DOCS AND LIMITS → docs.sheetforge.workers.dev

SheetForge imports Google Sheets, Excel and CSV/TSV, validates every cell, generates C# classes and bakes strongly-typed ScriptableObjects. Edits go back to the sheet.

■ HIGHLIGHTS

- Edit in the browser, no Unity needed

- Every error at once, with the fix

- Types live in the sheet, not in C# attributes

- Data Studio: a real spreadsheet inside Unity

- Works with or without Addressables; no runtime parsing, no reflection

- Many sheets, one game

- Localization sheets, plugins, UI in 10 languages

■ EDIT IN THE BROWSER, NO UNITY NEEDED

The web app runs this package's own C# core compiled to WebAssembly: same table, same validation rules, same editors, with Google Sheets read and write. Designers never install Unity.

■ EVERY ERROR AT ONCE, WITH THE FIX

One import reports every problem together: tab, row, column, the offending value, why it is wrong and how to fix it, with a jump link to the cell. Nothing bakes while an error stands, but the failing sheet still opens for editing.

■ TYPES LIVE IN THE SHEET

A @type row declares int, Color, Enum<Rarity>, RecordId@Items, AssetRef@Icons<Sprite>, LocRef@Strings, List<T>… No schema file, no attributes. Add a column; the next import regenerates the class, compiles and bakes on its own.

■ DATA STUDIO: A REAL SPREADSHEET INSIDE UNITY

Filter, sort, drag rows, rename columns, search every sheet. Color, curve and gradient cells open full editors; drop a sprite onto an asset cell. Undo is Unity's own Ctrl+Z. Push writes to Google Sheets and skips any cell a teammate changed since your import.

■ WORKS WITH OR WITHOUT ADDRESSABLES

Baked data ships through Addressables, a Resources folder or a scene-carried catalogue, chosen per workbook. Game code is one line, identical in every mode. No runtime parsing, no reflection, IL2CPP-safe — the import tooling stays in the editor.

■ MANY SHEETS, ONE GAME

Items, monsters and strings in separate spreadsheets: each is a workbook, one import runs them all in dependency order, and a cell in one can reference a tab in another.

■ LOCALIZATION AND PLUGINS

An @loc sheet is keys × locales; a LocRef cell shows the source text inline. With Unity Localization installed, imports fill your String Tables. Plugins add cell types, validators, templates and panels with no core edits; a Unity-built plugin DLL loads unmodified in the browser.

■ WHAT IT WON'T DO

For a handful of records, a plain ScriptableObject is simpler. Excel is import and export, never edited in place: .xlsx in, one .xlsx out. The browser validates but never bakes. Renaming a column or tab changes generated code; game code using it needs a manual update.

Asset uses Geist under SIL OFL 1.1 and Lucide under ISC; see Third-Party Notices.txt file in package for details.

From the publisher's Asset Store listing.

Technical details

  • Sources: Google Sheets (a service account or a link-shared export URL in Unity; per-file Google sign-in in the web app) and local .tsv / .csv / .xlsx. The xlsx codec is our own — no third-party DLLs.
  • Your credentials only: no API keys ship with the package. Google's APIs are free within Google's standard quotas and governed by Google's own terms.
  • Self-describing sheets: @name, @type, @desc, @overlap, @style, @enum and @loc rows. Comment rows and column order survive a full round trip.
  • Types: int, float, bool, string, Color, AnimationCurve, Gradient, enums (sheet-defined or from code), RecordId@Tab, IntId@Tab, LocRef@Tab, AssetRef (Addressables, with type restriction and sub-asset addresses), ResourceRef, DirectRef, List<T>, plus plugin-registered types.
  • Validation: every diagnostic in one pass, each with a why, a fix and a jump link to the cell; typo suggestions; no partial output. A failing sheet still opens for editing — only codegen, bake, export and push wait for a clean run.
  • Codegen and bake: strongly-typed classes and ScriptableObjects. No runtime text parsing, no reflection, no link.xml, IL2CPP-safe. One load call (SheetForgeDatabases.LoadAsync) across Addressables, Resources and Scene catalogue delivery, chosen per workbook.
  • Data Studio: resize, hide, filter and sort columns; multi-select and drag rows and columns; cross-sheet search; structure editing with rename propagation; enum authoring; color, curve, gradient and asset cell editors; a record canvas; native Ctrl+Z / Ctrl+Y; row virtualization for large sheets.
  • Several workbooks: separate baked assets, code, addresses and baselines per workbook; any number active at once, imported in dependency order (also from a script); cross-workbook references in every reference type; a workbook map.
  • Write-back: Export to TSV / CSV / JSON / one xlsx workbook with live dropdown rules; Google Push with change detection, per-cell conflict skipping and approved row deletion.
  • Localization: @loc sheets with per-locale coverage; with com.unity.localization installed, imports fill String Tables (keys renamed in the Data Studio keep their entry ids); a reverse importer, a translation workbook that round-trips locales through xlsx, and key-constant classes for game code.
  • Web app (web.sheetforge.workers.dev): the same C# core compiled to WebAssembly — authoring, validation, visual editors, xlsx import, cross-sheet search and Google read/write in a browser; your plugin DLLs load unmodified; Google sign-in is per-file only.
  • Plugins: cell types, wrappers, validators, edge contributors, structural markers, sheet templates, source providers, declarative studio UI, themes, UI strings, canvas augmenters, code registries and pipeline observers — all with zero core edits. A plugin market with a public registry and hash-pinned downloads.
  • Onboarding: Getting Started window, drag-and-drop source setup, error-to-cell console links, a no-network Health Check and automatic UI-language detection. Editor UI and error reports in 10 languages.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.21f1 Compatible Compatible Compatible Compatible
6000.0.79f1 Compatible Compatible Compatible Compatible
2023.1.22f1 Compatible Compatible Compatible Compatible
2022.3.17f1 Compatible Compatible Compatible Compatible

Asset delivery is a Settings choice: Addressables (recommended default), Resources, or Scene catalogue — chosen per workbook; the latter two need no extra package, covering mini-games and playable ads where Addressables isn't an option. Matching cell types: AssetRef, ResourceRef, DirectRef.

Renderer-agnostic: no rendering code touched. Unity 6 tested; 2022.3 minimum.

As listed on the Asset Store.