Overview
Athena Asset Tables: what it does, what it works with, which Unity versions it is tested on, and where it stands before the Asset Store release.
Documentation pages
Athena Asset Tables is coming soon to the Unity Asset Store. These pages describe the release being prepared.
New to Athena Asset Tables? Getting started takes about five minutes: install it, open the demo data, and make, apply and undo your first edit.
What it does
An editor-only tool that turns the data in your project into tables you can edit safely.
- Discover assets by type and folder, with reusable include and exclude scopes.
- View them in a spreadsheet-style table: multi-column sort, AND/OR filters, keyboard editing, copy and paste, fill-down, saved views, and independent sheet windows. Sprites and textures show as thumbnails, colours as swatches, and audio clips as waveforms you can play.
- Batch edit with recipes such as
add reward 5orclamp health 1 999, previewed row by row before anything is written. - Import CSV, TSV, or flat JSON through an explicit column mapping with GUID or key identity, or load a shared Google Sheets link without signing in. Rows that match no asset can create new assets when you choose Create; these join matched-row changes in the same preview and Apply.
- Export to CSV, TSV, or flat JSON, with optional spreadsheet-safe escaping and lossless round-trips.
- Validate with required, range, unique, and pattern rules, in the view or on the field with
[AthenaRule];[Range]and[Min]count too. A data check before every build, and from the command line for CI, lists broken rules and references to deleted assets, and can warn or stop the build. - Apply as one deliberate step: stale checks, one Undo for the whole batch, and saves for only the targeted assets.
- Recover after a crash. A journal keeps the original bytes before the first write; the next session restores every file exactly and never overwrites a file that changed since without asking.
- Look back with a timeline of every Apply, any of which can be reverted, and named snapshots that compare the table with an earlier state. After Play Mode, the table lists every value the game changed in its ScriptableObjects, with one click to put them back.
What it works with
ScriptableObjects and MonoBehaviour components in prefab assets. Field kinds: integers,
floats, doubles, booleans, strings, enums and flags, colors, vectors, asset references,
scalar and reference lists, and [SerializeReference]. Also materials (shader properties),
sub-assets, native and imported engine assets and their import settings (textures, audio,
models, and video, with per-platform overrides), lists of structs or classes as per-element
tables, computed columns, pattern find and replace, reference health (missing references,
unused assets, where used), and a generated lookup file of asset constants for code.
Not supported yet: scene objects, adding components to prefabs, dictionaries (Unity does not serialize them), and localization tables.
Requirements
Minimum editor: Unity 6000.0.85f1. The release-validation targets are 6000.0.85f1, 6000.3.27f1 and 6000.6.7f1. See compatibility notes for platform evidence and remaining checks.
Editor only. A player build contains just a small attributes assembly holding two attribute classes and no behaviour. There are no runtime dependencies, accounts, telemetry, or network calls; the only network access is loading a Google Sheet when you ask for one.
Status
The Asset Store listing is in preparation. RC1 has smoke/integration evidence on Windows, Linux and macOS, and passed owner UAT on macOS. The subsequent candidate changes performance and passes Windows core functional/scale checks. Fresh Mac/Linux verification, the final URP check and overall release acceptance remain open. Questions: support@stackblender.com.