Quick Start: Import Your First CSV

This guide walks you through importing a basic weapon spreadsheet into Unity ScriptableObjects in under 2 minutes.


Step 1: Create the C# ScriptableObject

Create a new C# script named WeaponData.cs inside your assets folder:

using UnityEngine;

[CreateAssetMenu(fileName = "NewWeapon", menuName = "Data/Weapon")]
public class WeaponData : ScriptableObject
{
    public string weaponName;
    public int baseDamage;
    public float attackRange;
}

Step 2: Prepare the CSV File

Create a text file named Weapons.csv using Notepad, Excel, or Google Sheets with the following content:

id,weaponName,baseDamage,attackRange
sword_copper,Copper Sword,15,1.2
spear_iron,Iron Spear,22,2.5
bow_wood,Wooden Bow,12,6.0
  • Note: The first column id will be our unique identifier to name the generated asset files.

Step 3: Configure the Control Panel

  1. Open the dashboard via Tools > DataLoom > Control Panel.
  2. Drag & Drop your Weapons.csv file directly into the 1. Data Input Sources drop area (or click Add File (Browse)).
  3. Under 2. Mapping & Output Settings:
    • Set Target ScriptableObject C# Type to WeaponData.
    • Set Key Identifier Column Name to id.
    • Set Output Save Folder Path to Assets/Weapons.
  4. Click Generate ScriptableObjects.

Results

Look at your Project window under Assets/Weapons/. You will find three newly generated ScriptableObject assets:

  • sword_copper.asset
  • spear_iron.asset
  • bow_wood.asset

Select any asset to inspect its parameters. The damage, range, and display names are populated correctly.

Pro Tip

If you make changes to the spreadsheet values, simply re-run the generator. With Overwrite Existing Assets enabled, DataLoom updates the fields on existing files rather than duplicating them.


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