Skip to content

Data Workbench

Overview

Data Workbench is not yet on sale. This page describes the release being prepared for the Unity Asset Store; installation and usage documentation will appear here when the listing goes live.

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.
  • Batch edit with recipes such as add reward 5 or clamp 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 public Google Sheets link without signing in. Rows that match no asset can create new assets as a separate, previewed step.
  • Export to CSV, TSV, or flat JSON, spreadsheet-safe and round-tripping exactly.
  • Validate with required, range, unique, and pattern rules, in the view or on the field with [DataWorkbenchRule]; [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

Unity 6. The release test suite passes on Unity 6000.0, 6000.3, and 6000.6, on Windows and Linux editors. macOS and versions before 6000.0 have not been run and are not claimed.

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

Engineering for the first release is complete and verified on the versions above. The Asset Store listing is in preparation. Questions: support@stackblender.com.