Unity
Scriptable Object Data Editor
$30
Rated 0.0/5 from 1 ratings on Unity.
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: $30. The latest store price is $30, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $30 | Latest store price |
About Scriptable Object Data Editor
- Tools, Systems & Learning > Development Tools & Automation
Why using SODE: It allows you to create Editor Window to display all your Scriptable Objects inside categories without writing a single of code. You can easily create/duplicate/edit/rename/delete any Scriptable Object, or even search for its references in your current scene from the same window. It's possible to create as many editor window as you need for example you could have one for an Item system to create weapons, consumables etc. And another one for your Localization to add and edit translations. This is very convenient when working with a large amount of data, as you don't have everything in a single editor window. No code required, it's made for beginners, following the documentation step by step let you understand the whole process. Features: List scriptable objects in categories/sub-categories. Search for scriptable objects by their name. Create new scriptable object asset. Rename. Duplicate. Delete. Select in inspector. Find asset location. Find asset references in the current scene. Generate new data editor window. Generate and store the type of SO that can be edited. Disable specific actions like 'Create/Delete' for SO of your choice. Edit multiple scriptable object at once. Drag and drop references to any field or list in your scene. Improve your Workflow: It's easy to setup, it's quicker to edit and create scriptable object since you don't have to look inside your project to find the correct folder. All your scriptable objects are accessible with a few clicks inside one or multiple editor window. Differences between: 1. The standard way of creating scriptable objects - You must include the [CreateAssetMenu] attribute on each script. - You need to navigate in the project window to find and select the folder where you want to create your SO. - You have to right-click, click on 'Create' and follow the asset menu hierarchy to create a new instance and then enter a name. - It's not bad, but it can be time consuming if you have a lot of data. 2. Using SODE - The [CreateAssetMenu] attribute is no longer needed. - Once correctly configured, you can access your editor window from the menu of your choice, for example 'Window/My Company/RPG Date Editor'. - All instances of your scriptable objects are listed in the selected category, so you can keep the window open to create them without having to remember their location. - All actions are quickly accessible from the interface.