Easy datasheet management for C# and Unity. Supports Excel, Google Sheet, JSON and CSV format. It has been used for several mobile games that released on Google Play and AppStore.
Throughout all stage of game development, you'll need to deal with various data. Characters, stats, stages, currencies and so on! If you're using Unity, scriptable object and inspector is not good enough for mass edition and lacks powerful features like functions or fill up. With BakingSheet your designers can use existing spreadsheet editor, while you, the programmer, can directly use C# object without messy parsing logics or code generations.
Let's say your team is making a RPG game. Your game has 100 characters and 10 stats for each character. If your team use Unity's scriptable object, designers will have to spend lots of time adding and editing from Unity inspector. And after setup what if you need mass edit, like to double ATK stat of all characters? Will you go through all characters with Unity inspector, or make Editor script for every time mass edit is required? With BakingSheet, designers can work easily with spreadsheet functions and fill ups without programmer help!
BakingSheet's core concept is controlling datasheet schema from C# code, make things flexible while supporting multiple sources like Excel files or Google sheets. You can think it as datasheet version of ORM. Also, you won't have to include source Excel files or parsing libraries for production builds. BakingSheet supports JSON serialization by default, you can ship your build with JSON or your custom format.
BakingSheet's basic workflow is like this:
Don't trust me that it's better than using ScriptableObject? You might change your mind if you see how famous SuperCell ships their games with CSV, like Clash Royale or Brawl Stars. Though of course, their games aren't made with Unity, still a very good example to show how you can utilize spreadsheet!
For C# projects or server, download with NuGet.
For Unity projects, add git package from Package Manager.
https://github.com/cathei/BakingSheet.git?path=UnityProject/Packages/com.cathei.bakingsheet#v4.1.3
Or install it via OpenUPM.
openupm add com.cathei.bakingsheet
Sample .unitypackage
is available in releases. (Main package should be installed first.)
If you are planning to use StreamingAssets folder on Android, install BetterStreamingAssets as well.
Before you start, we want to mention that if you have problem or need help, you can always ask directly on Discord Channel!
We appreciate any contribution. Please create issue for bugs or feature requests. Any contribution to feature, test case, or documentation through pull requests are welcome! Any blog posts, articles, shares about this project will be greatful!
BakingSheet manages datasheet schema as C# code. Sheet
class represents a table and SheetRow
class represents a record. Below is example content of file Consumables
page in MySheets.xlsx
. Also, any column starts with $
will be considered as comment and ignored.
Code below is corresponding BakingSheet class.
public class ConsumableSheet : Sheet<ConsumableSheet.Row>
{
public class Row : SheetRow
{
// use name of matching column
public string Name { get; private set; }
public int Price { get; private set; }
}
}
You can see there are two classes, ConsumableSheet
and ConsumableSheet.Row
. Each represents a page of sheet and a single row. ConsumableSheet
is surrounding Row
class (It is not forced but recommended convention). Important part is they will inherit from Sheet<TRow>
and SheetRow
.
Id
column is mandatory, so it is already defined in base SheetRow
class. Id
is string
by default, but you can change type. See this section to use non-string type for Id
.
To represent collection of sheets, a document, let's create SheetContainer
class inherits from SheetContainerBase
.
public class SheetContainer : SheetContainerBase
{
public SheetContainer(Microsoft.Extensions.Logging.ILogger logger) : base(logger) {}
// property name matches with corresponding sheet name
// for .xlsx or google sheet, **property name matches with the name of sheet tab in workbook**
// for .csv or .json, **property name matches with the name of file**
public ConsumableSheet Consumables { get; private set; }
// add other sheets as you extend your project
public CharacterSheet Characters { get; private set; }
}
You can add as many sheets you want as properties of your SheetContainer
. This class is designed to be "fat", means single SheetContainer
should contain all your sheets unless there is specific reason to partition your sheets. For example when you want to deploy some Sheet
only exclusive to server program, you might want to partition ServerSheetContainer
and ClientSheetContainer
.
string
int
, long
, float
, double
, and so on)bool
("TRUE" or "FALSE")enum
typesDateTime
and TimeSpan
Sheet<>.Reference
)int?
)List<>
and Dictionary<,>
struct
and class
as nested columnNote
When usingJsonConverter
,enum
is serialized asstring
by default so you won't have issue when reordering them.
Converters are simple implementation import/export records from datasheet sources. These come as separated library, as it's user's decision to select datasheet source. User can have converting process, to convert datasheet to other format ahead of time and not include heavy converters in production applications.
BakingSheet supports four basic converters. They're included in Unity package as well.
Package Name | Format | Supports Import | Supports Export |
---|---|---|---|
BakingSheet.Converters.Excel | Microsoft Excel | O | X |
BakingSheet.Converters.Google | Google Sheet | O | X |
BakingSheet.Converters.Csv | Comma-Separated Values (CSV) | O | O |
BakingSheet.Converters.Json | JSON | O | O |
ScriptableObject Converter (Unity only) | ScriptableObject | O | O (Read-only) |
Below code shows how to convert .xlsx
files from Excel/Files/Path
directory.
// any ILogger will work, there is built-in UnityLogger
var logger = new UnityLogger();
// pass logger to receive logs
var sheetContainer = new SheetContainer(logger);
// create excel converter from path
var excelConverter = new ExcelSheetConverter("Excel/Files/Path");
// bake sheets from excel converter
await sheetContainer.Bake(excelConverter);
For Google Sheet, first create your service account through Google API Console. Then add it to your sheet with Viewer
permission. Use Google credential for that service account to create converter. For detailed information about how to create service account and link to your sheet, see How to import from Google Sheet.
// replace with your Google sheet identifier
// https://developers.google.com/sheets/api/guides/concepts
string googleSheetId = "1iWMZVI4FgtGbig4EgPIun_BRbzp4ulqRIzINZQl-AFI";
// service account credential than can read the sheet you're converting
// this starts with { "type": "service_account", "project_id": ...
string googleCredential = File.ReadAllText("Some/Path/Credential.json");
var googleConverter = new GoogleSheetConverter(googleSheetId, googleCredential);
// bake sheets from google converter
await sheetContainer.Bake(googleConverter);
Below code shows how to load sheet from Excel and save as JSON. This typically happens through Unity Editor script or any pre-build time script.
// create excel converter from path
var excelConverter = new ExcelSheetConverter("Excel/Files/Path");
// create json converter from path
var jsonConverter = new JsonSheetConverter("Json/Files/Path");
// convert from excel
await sheetContainer.Bake(excelConverter);
// save as json
await sheetContainer.Store(jsonConverter);
Then, for runtime you can load your data from JSON.
// create json converter from path
var jsonConverter = new JsonSheetConverter("Json/Files/Path");
// load from json
await sheetContainer.Bake(jsonConverter);
You can extend JsonSheetConverter
to customize serialization process. For example encrypting data or prettifying JSON.
Note
For AOT platforms (iOS, Android), read about AOT Code Stripping.Note
If you are usingStreamingAssets
on Android, also see Reading From StreamingAssets.
Now you have SheetContainer
loaded from your data, accessing to the row is fairly simple. Below code shows how to access specific ConsumableSheet.Row
.
// same as sheetContainer.Consumables.Find("LVUP_003");
// returns null if no row found
var row = sheetContainer.Consumables["LVUP_003"];
// print "Assassin's dagger"
logger.LogInformation(row.Name);
Sheet<T>
is KeyedCollection
, you can loop through it and order is guaranteed to be as same as your spreadsheet. Plus of course you can use all benefits of IEnumerable<T>
.
// loop through all rows and print their names
foreach (var row in sheetContainer.Consumables)
logger.LogInformation(row.Name);
// loop through consumable ids that price over 5000
foreach (var consumableId in sheetContainer.Consumables.Where(row => row.Price > 5000).Select(row => row.Id))
logger.LogInformation(consumableId);
List columns are used for simple array.
public class DungeonSheet : Sheet<DungeonSheet.Row>
{
public class Row : SheetRow
{
public string Name { get; private set; }
// you can use any supported type as list
// to know more about sheet reference types, see cross-sheet reference section
public List<MonsterSheet.Reference> Monsters { get; private set; }
public List<ConsumableSheet.Reference> Loots { get; private set; }
}
}
Use it as simple as just including a column has type implmenting IList<T>
. Since spreadsheet is designer's area, index on sheet is 1-based. So be aware when you access it from code.
Also you can pick between flat-header style(Monsters:1
) and split-header style(Monsters
, 1
) as the example shows. There is no problem to mix-and-match or nest them.
Dictionary columns are used when key-based access of value is needed.
public enum Situation
{
Greeting,
Purchasing,
Leaving
}
public class NpcSheet : Sheet<NpcSheet.Row>
{
public class Row : SheetRow
{
public string Name { get; private set; }
public Dictionary<Situation, string> Texts { get; private set; }
}
}
Use it as simple as just including a column has type implmenting IDictionary<TKey, TValue>
.
Nested type columns are used for complex structure.
public struct SituationText
{
public string Greeting { get; private set; }
public string Purchasing { get; private set; }
public string Leaving { get; private set; }
}
public class NpcSheet : Sheet<NpcSheet.Row>
{
public class Row : SheetRow
{
public string Name { get; private set; }
public SituationText Texts { get; private set; }
}
}
As you see, content of the datasheet is just same as when using Dictionary column. The data type of column determines how BakingSheet reads the column.
Row arrays are used for 2-dimentional structure. Below is example content of file Heroes.xlsx
.
Rows without Id
is considered as part of previous row. You can merge the non-array cells to make it visually intuitive. Below corresponding code shows how to define row arrays.
public class HeroSheet : Sheet<HeroSheet.Row>
{
public class Row : SheetRowArray<Elem>
{
public string Name { get; private set; }
public int Strength { get; private set; }
public int Inteligence { get; private set; }
public int Vitality { get; private set; }
public Elem GetLevel(int level)
{
// Level 1 would be index 0
return this[level - 1];
}
// Max level would be count of elements
public int MaxLevel => Count;
}
public class Elem : SheetRowElem
{
public float StatMultiplier { get; private set; }
public int RequiredExp { get; private set; }
public string RequiredMaterial { get; private set; }
}
}
SheetRowArray<TElem>
implements IEnumerable<TElem>
, indexer this[int]
and Count
property.
Note
It is worth mention you can useVerticalList<T>
to cover the case you want to vertically extend yourList<T>
without pairing them asElem
. Though we recommend to split the sheet in that case if possible.
Below code shows how to replace string RequiredMaterial
to ConsumableSheet.Reference RequiredMaterial
to add extra reliablity. Sheet<TKey, TRow>.Reference
type is serialized as TKey
, and verifies that row with same id exists in the sheet.
public class HeroSheet : Sheet<HeroSheet.Row>
{
public class Row : SheetRowArray<Elem>
{
// ...
}
public class Elem : SheetRowElem
{
public float StatMultiplier { get; private set; }
public int RequiredExp { get; private set; }
public ConsumableSheet.Reference RequiredMaterial { get; private set; }
}
}
public class SheetContainer : SheetContainerBase
{
// ...
// use name of each matching sheet name from source
public HeroSheet Heroes { get; private set; }
public ConsumableSheet Consumables { get; private set; }
}
Both ConsumableSheet
and HeroSheet
must be the properties on same SheetContainer
class to reference each other's row.
Now, not only error message will pop up when RequiredMaterial
doesn't exist in SheetContainer.Consumables
, you can access ConsumableSheet.Row
directly through it.
var heroRow = sheetContainer.Heroes["HERO001"];
// LVUP_001 from Consumables sheet
var consumableRow = heroRow.GetLevel(5).RequiredMaterial.Ref;
// print "Warrior's Shield"
logger.LogInformation(consumableRow.Name);
Any type can be used value can be also used as Id
. This is possible as passing type argument to generic class SheetRow<TKey>
and Sheet<TKey, TRow>
. Below is example content of file Contstants.xlsx
.
Below code shows how to use enumeration type as Id.
public enum GameConstant
{
ServerAddress,
InitialGold,
CriticalChance,
}
public class ConstantSheet : Sheet<GameConstant, ConstantSheet.Row>
{
public class Row : SheetRow<GameConstant>
{
public string Value { get; private set; }
}
}
You can override PostLoad
method of Sheet
, SheetRow
or SheetRowElem
to execute post load process.
Below code shows how to convert loaded sheet value dynamically.
public class ConstantSheet : Sheet<GameConstant, ConstantSheet.Row>
{
public class Row : SheetRow<GameConstant>
{
public string Value { get; private set; }
private int valueInt;
public int ValueInt => valueInt;
private float valueFloat;
public float ValueFloat => valueFloat;
public override void PostLoad(SheetConvertingContext context)
{
base.PostLoad(context);
int.TryParse(Value, out valueInt);
float.TryParse(Value, out valueFloat);
}
}
public string GetString(GameConstant key)
{
return Find(key).Value;
}
public int GetInt(GameConstant key)
{
return Find(key).ValueInt;
}
public float GetFloat(GameConstant key)
{
return Find(key).ValueFloat;
}
}
Note
Properties without setter are not serialized. Alternatively you can use[NonSerialized]
attribute.
For Excel and CSV, you could set up AssetPostProcessor
to automate converting process. Recommended practice is keeping both source .xlsx
and .csv
files alongside with destination .json
files in your version control system. For Google Sheet, it is instead recommended to use custom MenuItem
to convert into destination .json
files that keeped in your version control.
The below is example source code that triggers when any .xlsx
is changed, convert Excel sheet under Assets/Excel
into .json
under Assets/StreamingAssets/Json
. You can customize this logic with your desired source and destination folder.
public class ExcelPostprocessor : AssetPostprocessor
{
static async void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
// automatically run postprocessor if any excel file is imported
string excelAsset = importedAssets.FirstOrDefault(x => x.EndsWith(".xlsx"));
if (excelAsset != null)
{
// excel path as "Assets/Excel"
var excelPath = Path.Combine(Application.dataPath, "Excel");
// json path as "Assets/StreamingAssets/Json"
var jsonPath = Path.Combine(Application.streamingAssetsPath, "Json");
var logger = new UnityLogger();
var sheetContainer = new SheetContainer(logger);
// create excel converter from path
var excelConverter = new ExcelSheetConverter(excelPath);
// bake sheets from excel converter
await sheetContainer.Bake(excelConverter);
// create json converter to path
var jsonConverter = new JsonSheetConverter(jsonPath);
// save datasheet to streaming assets
await sheetContainer.Store(jsonConverter);
AssetDatabase.Refresh();
Debug.Log("Excel sheet converted.");
}
}
}
If you are working on AOT (IL2CPP) environment, you would have option called Managed Stripping Level
in your Player Settings. Since BakingSheet uses reflection, if you set stripping level Medium
or High
, the stripper might remove the code piece that required. Especially some property setters.
You can prevent this by either using Low
stripping level, or adding own link.xml
to preserve your sheet classes. The below is simplest example of link.xml
. If you want to know more about it, see Unity's Documentation.
<?xml version="1.0" encoding="utf-8" ?>
<linker>
<!--
Replace `MyCompany.MyGame.Sheet` to your assembly to prevent Unity code stripping
-->
<assembly fullname="MyCompany.MyGame.Sheet" preserve="all"/>
</linker>
There is few optional symbols that can be defined for runtime usage. By default only JSON and ScriptableObject converters will be included to the build.
Symbol | Effect |
---|---|
BAKINGSHEET_RUNTIME_GOOGLECONVERTER | Include Google Converter to your build. See also: Google Sheet Converter |
BAKINGSHEET_RUNTIME_CSVCONVERTER | Include CSV Converter to your build. |
BAKINGSHEET_EXTERNAL_LOGGING_DLL | Use external Microsoft.Extensions.Logging.Abstractions.dll . Useful if you already have same dll in your project for different dependency. |