GameTable Inspector

Game Tables Inspector UI

The GameTable Inspector lets you choose where the table data comes from and configure how Game Tables interprets that data when applying it to your project’s assets.

Properties

Source Type

Specifies where this GameTable reads its data from. Currently, local CSV files and online Google Sheets documents are supported. The properties shown directly below depend on the selected source type.

Google Sheets Properties

These only appear if the Source Type is Google Sheets.

Spreadsheet Id

The unique identifier of the Google Sheets document to import data from. A spreadsheet ID is a long sequence of letters and numbers and can be found in the document’s URL. As a shortcut, you can paste the entire URL into this field — Game Tables will extract the ID automatically.

To use Google Sheets documents, you must sign in to Google and grant Game Tables access to your spreadsheets. If you aren’t signed in, an authorization button is shown at the bottom of the source block. For more information, see Sign In to Google Sheets.

Game Tables supports only documents in the US locale (en_US). You can change a spreadsheet’s locale from the File / Spreadsheet Settings menu in Google Sheets.

Spreadsheet Name

A read-only field that displays the name of the document at the specified Spreadsheet Id. Use it to confirm that the ID points to the document you intended.

Sheets to Import

A dropdown that lets you pick which sheets of the document to import. Each entry in the dropdown is checkable, so you can import any subset of the document’s sheets.

Keep in mind that a GameTable always stores a concrete list of sheet names. The Select All menu item simply populates that list with all sheets currently available on the server. If sheets are later added or removed in the online document, you may need to update the list manually.

CSV Properties

These only appear if the Source Type is CSV.

Asset

A reference to a .csv file in the project to import data from. The referenced asset must be a TextAsset.

Apply on CSV Change

If checked, the GameTable is automatically re-applied each time the source .csv file changes, without requiring a manual click on Apply Game Table.

Common Properties

Orientation

Specifies how to interpret column and row headers. In the default Object Per Row mode, each row corresponds to an object — its header is a Prefab name (optionally with a property prefix) — and each column corresponds to a property. The Property Per Row mode flips this: rows become properties and columns become objects. For more on header syntax, see Header Format.

Layout

Specifies whether Game Tables should interpret each sheet as a single continuous table (Single Table) or a collection of multiple isolated tables (Islands). Since each table has its own row and column headers, putting multiple tables on the same sheet lets you apply properties to several different types of objects from a single sheet.

For multi-sheet documents, this setting is applied to each sheet independently. In other words, every sheet of a document can contain several tables.

For a group of cells to form a separate table (an island), it must be surrounded by a border of empty cells.

The default mode is Islands.

Search Path

Specifies the root folder under which Game Tables searches for assets referenced from the table. The path is relative to the project folder and usually starts with Assets/ (for example, Assets/Prefabs/Buildings).

This folder is used both for Prefab Names referenced in header cells and for asset references in content cells.

If the Is Relative option is enabled, the path is interpreted as relative to the GameTable asset’s own location. For example, if the inspected GameTable lives at Assets/Units/AllUnits.asset, a relative search path of Melee refers to the Assets/Units/Melee folder.

No Value Marker

Specifies a value that, when found in a cell, marks the cell as having no value at all. A cell with no value is not the same as an empty cell. By default, an empty cell assigns an empty value to the target property — for example, a string property becomes the empty string. A cell whose value matches the No Value Marker, by contrast, leaves the target property unchanged.

This is useful when you have a group of objects that share many common properties but differ in a few. With a No Value Marker, you can keep all those objects in a single table:

  Health Movement Speed Fire Range
Archer 120 35 14
Knight 90 20 -

In the example above, the Knight Prefab has no Fire Range property, so writing a value there would normally produce an error. The - in that cell is the No Value Marker (the default value), which tells Game Tables to skip the cell entirely.

Array Update Policy

Specifies how Game Tables combines the values from the table with the existing contents of an array property. Two modes are available:

  • Replace Whole Array (default)

    The entire array is replaced with values from the table. Since the table references specific array indices, the resulting array may contain gaps where no index was referenced; those positions are filled with the default value for the property’s data type (the empty string for strings, zero for numbers, and so on). For more on data types and their default values, see Data Types.

  • Replace Specific Elements

    Only the items at the referenced indices are replaced. Any other elements of the array remain intact.

For more information, see Array Update Modes.

Apply Game Table

Updates the properties of all target Prefabs and ScriptableObjects with data imported from the configured source. If something goes wrong during the process, an error message is logged to the Console window and all affected objects are reverted to the state they were in before the update. A successful update can also be reverted in a single step using Unity’s Undo command.

After an update, the affected Prefabs and ScriptableObjects are not saved automatically. Run File / Save Project to persist the changes.

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