Rowsmith — ScriptableObject Spreadsheet Editor
Matthsanz
$13.75
$27.50
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Three hundred assets and one field to change on all of them. Rowsmith puts them in one table inside the Unity Editor, and shows the whole list of what will change before anything does.Rowsmith is an Editor-only tool. It does not render anything and contains no shaders, materials, or renderer code, so it behaves the same under Built-in, URP, HDRP, and any custom render pipeline.Changing the same field on three hundred assets is the kind of job the Inspector does one at a time. Rowsmith puts them all in one table inside the Editor, and shows the whole list of what will change before it changes.WHAT IT DOES- The table. Pick a ScriptableObject type and see every asset of it as a row. Nothing is paged, capped or trimmed; five thousand rows open at once and their values fill in behind you.- Edit a cell from the bar at the bottom. A value that does not fit is refused with the real range instead of being narrowed, and every write is read back from the file and compared before it is allowed to stand.- Edit many rows at once - set, add, multiply, or change by a percentage - with a line that states what will happen before it happens, and one Ctrl+Z that takes the whole batch back.- Search and filter, and apply a batch to exactly the rows you filtered to and nothing else.- Export to CSV - exactly the rows on screen. UTF-8 with a byte order mark so accents survive, and one setting that covers both separator conventions, so Excel opens it correctly wherever it is installed.- Import a CSV back, with a review screen that shows every change - the stored value beside the new one - before a single asset is written. Rows are matched by GUID and columns by header name, so reordering either changes nothing.- Assets whose script is missing are shown in red, next to their siblings, and any that fall outside are counted in the status bar - rather than quietly left out.- Editor-only. Nothing but the optional sample data type is compiled into your build, and deleting the Samples folder removes even that.HOW IT WAS BUILTEvery number published for this tool was measured, not estimated. Where nothing was measured, no number is written. The limitations listed under Technical details are there on purpose: a tool that hides what it cannot do costs you the afternoon you spend finding out.WHAT IT TOUCHES, AND WHAT IT DOES NOT- It works offline. No network access, no telemetry, no account, no activation.- It reads .asset files under Assets/. It does not read Packages/.- It exports only to the file you pick in the save dialog, and imports only the file you pick.- A batch edit or a CSV import changes your assets only after showing you exactly what will change and having you confirm it.- As with any bulk edit, having version control or a backup is worth the minute it costs.Launch price: $12.50 for the first two weeks. Regular price: $25.00.FEATURES- A table of every ScriptableObject asset of a chosen type, one asset per row. No paging and no row limit.- Single-cell editing, with values read back from the file and compared before they stand.- Batch editing across many rows - set, add, multiply, change by a percentage - with a preview of what will change and a single Ctrl+Z to undo the whole batch.- Search, and a filter on any column; a batch applies to exactly the filtered rows.- CSV export and import, with a review screen before any asset is written.- Assets with a missing script are shown rather than left out.REQUIREMENTS AND COMPATIBILITY- Unity 2022.3.62 through Unity 6.0 LTS. Both ends were tested by importing this exact package into an empty project and using it: 2022.3.62f3 and 6.0 LTS (6000.0.66).- Unity 6.3 and 6.5 are not supported in this version. Unity is replacing an editor API this tool reads values with, and on 6.5 that replacement is already enforced, so the tool does not compile there. Support for them is planned, and it needs a build of its own.- No render pipeline dependency.- No external dependencies. Nothing is downloaded and nothing is installed alongside it.- The tool itself is Editor-only and adds nothing to your build. Rowsmith.Editor is compiled for the Editor and nothing else, and it is not auto-referenced.- One file is not Editor-only: the sample data type in Samples/, because a ScriptableObject type has to be a runtime script. Deleting the Samples folder removes it entirely, with no effect on the tool.SUPPORTED OS- Tested on Windows 11.KNOWN LIMITS IN THIS VERSION- An import updates assets that already exist. It never creates new ones.- An import cannot clear a field, because a blank cell is treated as "leave this alone".- Sub-assets are not listed. A file holding several objects shows only its main one.- ScriptableObjects that live inside a package, under Packages/, are not listed.- Recompiling a script can clear Unity's undo stack, and your batch or import would go with it. It does not always, which makes it worse to rely on rather than better.- An undo happens in the editor's memory. The files on disk only change when you save. This is how Unity behaves everywhere, and Rowsmith says so in the status bar when it matters.- Opening a table creates one temporary instance of the type, to read its field list. If your OnEnable does work, it runs.- A file marked read-only on disk is still written. Unity clears that flag as part of saving, the same as it does for an edit made in the Inspector.- Saving a large batch cannot be cancelled. That step belongs to Unity.- Time estimates for large writes are deliberately wide: one import of five thousand rows across ten columns was timed at 107 seconds on one run and 147 on the next, on the same machine.- A broken asset appears as a row when its folder also holds readable rows of the type you picked. One sitting alone in a folder is counted in the status bar instead of becoming a row.LINK TO DOCUMENTATION- The full documentation ships inside the package, and is also at https://matthsanz.github.io/rowsmith/- Support: https://matthsanz.github.io/support/ - rowsmith.support@gmail.com, with a reply within 24 to 48 hours.I used Claude Code (Anthropic) to assist with the C# Editor code of this product, the documentation, the text shown in the tool's interface, the sample data, and the marketing images, which were composed in HTML and CSS.The screenshots were not AI-generated. They are captures of the tool running in the Unity Editor, which I took myself.I directed the work from start to finish. I set the product and its scope, made every decision, and proposed approaches that were adopted. I read and approved every piece of text the user sees, and sent parts back to be rewritten. I did all the manual testing in the Unity Editor, across four versions, and took the screenshots. That is where defects turned up that the automated tests cannot reach - among them a panel that was unusable on Unity 2022.3, and a message that ran two sentences together. The submitted package passes 609 automated checks across 12 test files.Rowsmith contains no AI. No model runs as part of the product, and it sends no project or customer data to any service.




