Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $9.99. The latest store price is $19.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $19.99 | Latest store price | |
| $9.99 | Unity New Release Discount 2026-08-12 2026-08-26 | |
| $9.99 | Unity New Release Discount 2026-08-12 2026-08-26 | |
| $19.98 | Unity First Price 2026-08-12 2026-08-12 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About DataLoom Pro - Excel, JSON, CSV to ScriptableObject Database Importer
- Tools, Systems & Learning > Development Tools & Automation
The highlight of the Pro pipeline is the Live FileWatcher service. It runs in the background to detect when your Excel or JSON files are saved, immediately triggering a hot-reimport and updating your ScriptableObjects in playmode—zero play/stop cycles required. With full support for nested classes, sub-lists, circular references, and customized pre/post-import hooks, DataLoom Pro scales to handle production-grade RPG databases, complex dialog trees, and massive inventory systems. Accelerate your design iterations, secure your pipelines with our headless CLI validator, and keep your designers and developers in perfect sync.
Key Features
• Direct Excel Importer (.xlsx) Reads Microsoft Excel .xlsx spreadsheets directly. No COM interop or external office installations required. It reads workbook XML packages in memory, enabling lightning-fast importing.
• JSON Document Deserializer Seamlessly maps hierarchical JSON files into ScriptableObjects. Support deep structures containing sub-objects, dictionary patterns, and complex array configurations.
• Live FileWatcher Service Monitors target spreadsheet directories in the background. As soon as a designer saves their Excel workbook or edits a JSON config file, DataLoom Pro detects the save event and triggers a hot-reload instantly.
• Active Playmode Hot-Reloading Data syncs while your game is actively running in the Editor. Tweak balancing variables, text values, or levels in Excel and see the updates apply inside your running game session in real-time
• Nested Subclass Bindings Perfect for complex item properties. Easily bind child structs and lists of sub-classes directly inside a parent ScriptableObject.
• Two-Pass Circular Reference Resolver Handles self-referencing databases. If Item A references Item B, and Item B references Item A, DataLoom Pro uses a double-pass matching phase to safely bind the object references without causing stack overflows.
• Pre/Post-Import Custom Hooks Extensible C# event hooks. Inject your own validation, sanitization, or calculation code right before the data is parsed, or immediately after the ScriptableObjects are written to disk.
• CI/CD CLI Headless Validator Run database integrity checks in headless mode. Integrates directly into your automated build scripts or command-line pipelines to verify that external balance sheets contain no broken references before building the project.
• Pro Reverse Exporter Export modified values back to their original source files. Support updating active Excel worksheets (.xlsx) or formatted JSON files directly, keeping your external designers up-to-date with testing modifications.
• Pro Class Generator Scans multiple sheets inside a workbook or keys inside a JSON object to automatically generate nested C# class hierarchies, saving hours of manual programming.
• Reflection Cache Optimization Engineered for massive databases. Caches Compiled C# property setters and FieldInfo definitions, reducing loading loops to a fraction of a millisecond.
• Safe Main-Thread Marshalling Multi-threaded filesystem changes are marshalled onto Unity's main thread, avoiding threading issues and keeping the editor fully stable.