Getting Started with DataLoom
This guide helps you understand the core mechanics of DataLoom. By importing text tables directly into Unity’s database, you can bridge the gap between design sheets and game runtime variables.
The Core Concept
DataLoom maps the columns of a text file (CSV/TSV) to variables inside your custom ScriptableObject C# scripts.
┌────────────────────────┐
│ Spreadsheet (CSV/TSV) │
│ id, itemName, cost, hp │
├────────────────────────┤
│ item_01, Sword, 100, 0 │
└───────────┬────────────┘
│
│ DataLoom Import
▼
┌────────────────────────┐
│ ScriptableObject │
│ (Sword.asset) │
│ cost: 100 │
│ hp: 0 │
└────────────────────────┘
3 Core Pillars of the Workflow
1. The ScriptableObject Blueprint
You write a standard C# ScriptableObject class defining the fields you want to import.
- Field names in C# match headers in your spreadsheet.
- Alternatively, use the
[DataLoomField("Column Header")]attribute to bind custom-named columns.
2. The Unique ID Key
DataLoom requires one column to serve as a Key Column (e.g. id or uuid). The value in this cell is used to name the created ScriptableObject asset file in your project folders (e.g. sword_01.asset).
3. The Mapping & Control Panel
Open the dashboard at Tools > DataLoom > Control Panel to drag-and-drop spreadsheets, select target ScriptableObject blueprints, and trigger creation.
Next Steps
Ready to build your first spreadsheet? Let’s check out the Installation Guide first to make sure the package is set up in your editor.