Stop manually syncing spreadsheets. EasyDataBridge auto-generates typed C# classes and ScriptableObject databases when you save a CSV — no code, clicks, or boilerplate. For any game, any skill level.EasyDataBridge — Your Spreadsheet, Straight Into UnityDrop a CSV. Get a ScriptableObject. Instantly.Built for every role on your team.Whether you're a programmer tired of writing the same data classes over and over, a designer who just wants to manage game data in Excel without bugging a developer, or an artist who needs Prefabs and Sprites linked automatically — EasyDataBridge was built for you.The problem it solvesEvery game has data. Items, enemies, dialogue, levels, abilities, loot tables, shop inventory. Managing that data manually in the Unity Inspector is slow, fragile, and breaks every time your spreadsheet changes.EasyDataBridge eliminates that entire workflow. You work in Excel or Google Sheets like you always have — EasyDataBridge handles everything else automatically.How it works — in 4 stepsDefine your data columns in a CSV (Name:string, Damage:int, Icon:sprite)Drop the CSV anywhere in your Unity project — EasyDataBridge detects it automaticallyWatch it generate a typed C# class and a fully populated ScriptableObject database — instantlyUse your data in one line of code: db.GetEntry("FireSword")Remove the CSV and EasyDataBridge cleans up everything it generated — and only what it generated.Who it's forDesigners — Manage thousands of items, stats, and configs in a spreadsheet you already know. No Unity knowledge required.Artists — Link Prefabs, Sprites, AudioClips, and Materials directly from CSV columns. No Resources.Load, no manual dragging.Programmers — Never write a data class or a CSV parser again. Fully typed, zero boilerplate, full source code included.Indie devs — Managing 500 items each with 12+ stats? No problem. EasyDataBridge scales with your data without a single line of extra code.Small studios — Let your designer own the data without ever touching the Inspector or asking a developer.Key FeaturesAutomatic detection — Watches your project for CSV changes. Save a file, data updates. No buttons, no manual imports.Full type support — int, float, string, bool, Enum, List, arrays — all handled automatically.Smart asset linking — Reference Prefabs, Sprites, AudioClips, and Materials directly from your CSV by path. Resolved and linked automatically.Native Enum support — Your custom Enums appear as proper dropdown menus in the Unity Inspector.Zero runtime overhead — All processing is Editor-only. Data is baked into binary .asset files — O(1) lookup, no string parsing, zero performance cost in your build.Built-in helper methods — GetEntry("Name") (case-insensitive), GetRandomEntry(), and GetAllNames() included out of the box — no extra setup required.Built-in Inspector guide — Every generated ScriptableObject comes with a custom Inspector showing a ready-to-use code snippet and a one-click "Copy Code" button. No documentation needed to get started.Jump-to-CSV button — Click "📂 Open Source CSV" directly from the Inspector to instantly open your source spreadsheet.Auto code generation — C# classes are written and updated for you automatically when your columns change.Unlimited Columns: Define as many fields per item as your game needs — 3 or 30. Whether your weapons have 5 stats or 15, every column is automatically generated, typed, and populated. No limits.Safe auto-cleanup — Remove a CSV and EasyDataBridge removes only the files it generated for it, leaving everything else untouched.Full source code — No DLLs, no black boxes. Read it, modify it, learn from it.Perfect for these game typesRPGs · TCGs · Roguelikes · Tower Defense · Strategy · Puzzle · Platformers · Simulation · Any data-heavy gameCompatibility- Unity 2020.3 and newer- Built-in, URP, and HDRP- Full Source Code included — no DLLsFeatures:CSV to ScriptableObject: One-click data import.Code Generation: Automatically creates C# classes and data containers.Asset Linking: Links Prefabs, Sprites, and AudioClips via path.Type Safety: Supports Enums, Arrays, Int, Float, String, and Bool.No Runtime Overhead: Data is baked into assets; no parsing at runtime.Source Code: Full C# source code included.Supported OS:Any OS that runs the Unity Editor (Windows, macOS, Linux).Documentation:PDF Manual included in the package.Online Documentation: Link


