Runtime ScriptableObject Editor - TuneKit LiveData Lite
PaleFernStudio
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Free runtime ScriptableObject editor. Tweak game balance in Play Mode and save it straight to your assets.Stop wasting time recompiling to balance your game.Modifying game balance variables during runtime typically results in data loss once you exit Play Mode. TuneKit: LiveData Lite resolves this workflow bottleneck by providing an optimized, persistent runtime editor for your ScriptableObjects.Press F12 in Play Mode and every ScriptableObject in your project appears in a searchable list. Change a value, watch the game react immediately, and save it back to the .asset file. No restart, no recompile, no losing the number you liked.Lite is genuinely useful on its own. It is not a trial and it does not expire.CORE FEATURESIterate at Lightning Speed: Tweak ScriptableObjects in Play Mode and hit "Save to Asset". Your changes are permanently saved directly to your project assets. No more lost data.Built for Complex Data: Seamlessly edit nested arrays, generic Lists, enums, colors and custom structs.Trigger Your Own Logic: Mark any parameterless method with [LiveDataButton] and it appears as a button in the overlay.Zero Setup Required: Add the LiveDataEditor component to any GameObject and press F12 in Play Mode. LiveData automatically scans your project using a highly-optimized reflection cache to find your custom data.Full Demo Game Included: A complete, fully data-driven tower defense game so you can see the point in about a minute.WHAT IT DOES NOT DOIt edits ScriptableObjects. It does not edit scene objects, GameObjects, components or transforms. If you need a general runtime inspector or a cheat menu that moves the player, this is the wrong tool.Lite works in the Editor. Editing data inside a compiled standalone build is the one thing it does not do.UPGRADINGTuneKit: LiveData Pro adds one thing that matters: it works inside a shipped standalone build. In a player, a ScriptableObject that no loaded scene or prefab references is not in memory at all, so nothing can find it. Pro catalogs them at build time, lets a tester tune the numbers in the compiled executable, exports the result as JSON, and imports that file straight back into your .asset. It also adds the event API.If you only tune in the Editor, Lite is the whole product and you should just use it.REQUIREMENTSEditor version 6000.0 or newer. Built-in, URP and HDRP are all supported, as the core has no rendering dependencies. The demo scene is URP and is an optional import, so nothing turns magenta on another pipeline.Asset uses "Orbitron Font" under SIL Open Font License 1.1; see Third-Party Notices.txt file in package for details.Key Features:Automatic ScriptableObject discovery via reflection, with namespace and assembly noise filtering.Editor Persistence: saves directly to .asset files during Play Mode.Struct bubbling accurately writes back nested value types, including elements inside Lists and arrays.Full support for arrays, lists, enums, strings, vectors, colors and numeric bounds.[LiveDataButton] attribute surfaces parameterless methods as overlay buttons, in deterministic order.Per-type field and method caching to avoid per-frame allocation.Custom UI scaling from 0.5x to 2.0x for 4K and High-DPI monitors.Out-of-the-box support for both the legacy Input Manager and the newer Input System.Includes a complete data-driven tower defense demo as an optional per-pipeline import.Documentation:An illustrated PDF manual with a table of contents is included in the package folder (Assets/PaleFernStudio/TuneKit - LiveData/Documentation/LiveData_Lite_Docs.pdf).AI was used as a coding assistant during development, for code refinement, edge-case identification and documentation.The architecture, system design and the tower defense demo were authored by the developer. All code was reviewed and tested by a human before release. The package ships an automated self-test covering the reflection and write-back paths, and the demo was played through by hand on the supported editor versions.



