/unigame.googlespreadsheets

google spreadsheet v.4 support library for unity3d

Primary LanguageC#MIT LicenseMIT

Unity3D Google Spreadsheets v.4 Support

Unity3D Google Spreadsheet export/import library

Odin Inspector Asset recommended to usage with this Package (https://odininspector.com)

As an alternative you can use:

{
    "dependencies": {
        "com.annulusgames.alchemy": "https://github.com/annulusgames/Alchemy.git?path=/Alchemy/Assets/Alchemy"
    }
}

Installation

UPM Installation

Add to your project manifiest by path [%UnityProject%]/Packages/manifiest.json new dependency:

"dependencies" : {
    "com.unigame.google.api.v4" :  "https://github.com/UnioGame/google.api.v4.git",
    "unigame.unityspreadsheets" : "https://github.com/UnioGame/unigame.googlespreadsheets.git",
    "com.unigame.typeconverters" : "https://github.com/UnioGame/unigame.typeconverters.git",
    "com.unigame.addressablestools" : "https://github.com/UnioGame/unigame.addressables.git",
    "com.unigame.unicore": "https://github.com/UnioGame/unigame.core.git",
    "com.cysharp.unitask" : "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask"
}

Connect to Google Spreadsheet

Editor Window

Create Google Api Credentials

IMPORTANT

When you create an Desktop API KEY:

  • Setup path to credential .json file and press "Connect Spreadsheet"

  • Under target Google Profile allow application access to spreadsheets

  • If you done everything correctly, you will see message in the console

Spreadsheet Id's

Now you can specify your spreadsheets

  • Id's of your sheet can be found right from web page url

  • Copy your table id and paste into importer window field

Features

  • Export Serializable Project Data into Google Spreadsheet
  • Support Custom Import/Export data providers
  • Support nested synched spreadsheed fields
  • Support export/import JSON to serializable classed
  • Export/import into Addressables AssetReferences
  • Export/import into Unity Scriptable Objects
  • Export/import base Unity Assets types

Table of Content

Create Importer asset

Menu: "UniGame/Google Spreadsheet/Google Spreadsheet Asset"

Custom Data Export and Import

You can make you own exporter by inheriting from:

  • `SerializableSpreadsheetProcessor
  • BaseSpreadsheetProcessor
public class GameConfigurationProcessor : BaseSpreadsheetProcessor
{
    public override bool CanImport => true;
    public override bool CanExport => true;
    
    public override ISpreadsheetData ImportObjects(ISpreadsheetData spreadsheetData)
    {
        return spreadsheetData;
    }
    
    public override ISpreadsheetData ExportObjects(ISpreadsheetData spreadsheetData)
    {
        return spreadsheetData;
    }
}

Example of writing custom value into spreadsheet. The method try to find related columns from spreadsheet and write value from source object

Some helper methods can be found in SpreadsheetExtensions.cs

public override ISpreadsheetData ExportObjects(ISpreadsheetData spreadsheetData)
{
    //get all assets locations for filtering
    var locations = importLocations
        .Select(AssetDatabase.GetAssetPath)
        .ToArray();
    
    var weaponConfigs = AssetEditorTools
        .GetAssets<WeaponData>(locations);
    foreach (var config in weaponConfigs)
    {
        //write value to spreadsheet
        spreadsheetData.UpdateValue(config, tableName);
    }
    
    return spreadsheetData;
}

Example of full custom import/export processor

public class GameConfigurationImporter : BaseSpreadsheetProcessor 
{
    //Id table name for synchronization with spreadsheet
    //use can use property with asset name ofc as an id
    public string idFieldName = "Id";
    public string tableName = string.Empty;
    public bool createTable = false;
    public string[] importLocations = Array.Empty<string>();

    public override ISpreadsheetData ImportObjects(ISpreadsheetData spreadsheetData)
    {
        //get all assets by type and locations. This method just return the array of asset from somewhere
        var assets = GetAsset<WeaponData>(importLocations)

        foreach (var weapon in assets)
        {
            spreadsheetData.ReadData(weapon, tableName,idFieldName);
        }

        return spreadsheetData;
    }

    /// <summary>
    /// Export all object from unity to spreadsheet
    /// </summary>
    public override ISpreadsheetData ExportObjects(ISpreadsheetData spreadsheetData)
    {
        //get all assets by type and locations. This method just return the array of asset from somewhere
        var weapons = GetAsset<WeaponData>(importLocations)

        if (createTable)
        {
            CreateTable(typeof(WeaponData), spreadsheetData, tableName);
        }

        foreach (var config in weapons)
        {
            //write value to spreadsheet
            spreadsheetData.UpdateValue(config, tableName,idFieldName);
        }

        return spreadsheetData;
    }

    /// <summary>
    /// Create table in spreadsheet with all fields from value type
    /// </summary>
    public void CreateTable(Type value, ISpreadsheetData data, string tableId)
    {
        var fields = value.GetInstanceFields();
        var sheet = data[tableId];

        foreach (var field in fields)
        {
            if (sheet.HasColumn(field.Name)) continue;
            sheet.AddHeader(field.Name);
        }
    }
    
}

Example of adding new custom columns and convert data to target format. We are suppose what WeaponData has a lof of fields, but we want to export only some of them into spreadsheet.

[Serializable]
public class ItemEconomicsData
{
    public string id;//Id of item in spreadsheet
    public WeaponType weaponType;//enum value
    public ItemRarity itemRarity;//enum value
    public CurrencyID currency;
    public int price;//price in currency
}

// Example of Export method to write custom value into spreadsheet.
public override void WriteToSheet(WeaponData value, ISpreadsheetData data, string tableId)
{
    var item = new ItemEconomicsData()
    {
        id = value.Id,
        weaponType = value.weaponType,
        itemRarity = value.ItemRarity,
        inventoryItemType = value.InventoryItemType,
        currency = value.CurrencyID,
        price = value.Price,
    };
    
    data.UpdateValue(item, tableId,idFieldName);
}

If you need to format you column or field names you can use these methods from SheetData class:

public static string FieldToColumnName(string fieldName)
    
public static string ColumnNameToFieldCamelCase(string columnName)

//remove _ prefix from field name
public static string FormatKey(string key) 

But in most cases it not nessesary, because SheetData will try to apply this formatting automatically.

Spreadsheet Data Definition

SpreadsheetTargetAttribute

Allow to mark serializable class as Synched with Google Spreadsheet.

SpreadsheetTargetAttribute(string sheetName = "",string keyField = "",bool syncAllFields = true)

Parameters:

  • sheetName. Name of target Table into Google Spreadsheet. If sheetName empty, then class Type name will be used as SheetName
  • keyField. Primary key field name for sync between spreadsheet and serialized class
  • syncAllFields. If TRUE, then try to sync all class fields data. If FALSE - synchronized only fields marked with attribute [SpreadSheetFieldAttribute]

SpreadsheetIgnoreAttribute

public class DemoSO : ScriptableObject{

    [SpreadsheetIgnore]
    public string someValue; // This field will be ignored during import/export process

}

SpreadSheetFieldAttribute

All fields marked with this attribute will be synchronized with target Spreadsheet data

public SpreadSheetFieldAttribute(string sheetField = "", bool isKey = false)

Parameters:

  • sheetField. Name of target Spreadsheet column
  • isKey. If TRUE, then target field will be used as Primary Key field.
[SpreadsheetTarget("DemoTable")]
public class DemoSO : ScriptableObject{

    [SpreadSheetField("KeyField",true)]
    public string key;

    [SpreadSheetField("ValueField",true)]
    [SerializableField]
    private string value;

}

Default Sheet Id

[SpreadSheetField("DemoTable",syncAllFields: true)]
public class DemoSO : ScriptableObject{

    public string id; // Field with name Id | _id | ID will be used as Primary key by Default

    private string value; // syncAllFields value active. Import/Export try to find Sheet column with name "Value"

}

=============

Nested Spreadsheet tables

Nested fields support

[SpreadSheetField("DemoTable",syncAllFields: true)]
public class DemoSO : ScriptableObject{

    public string id; // Field with name Id | _id | ID will be used as Primary key by Default

    [SpreadSheetField("ResourcesTable",syncAllFields: true)]
    private int cost; // syncAllFields value active. Import/Export try to find column with name "Cost" from sheet "ResourcesTable" 

}

Nested Table

Supported Types

Spreadsheet library support all base value types.

Custom Type support

To add support your custom type you need to realize new converter that extends base interface ITypeConverter. As a shortcut you can implement BaseTypeConverter class and mark with [Serializable] attribute.

public interface ITypeConverter
{
    bool CanConvert(Type fromType, Type toType);
    TypeConverterResult TryConvert(object source, Type target);
}
[Serializable]
public class StringToVectorTypeConverter : BaseTypeConverter
{
    ....
}

Now we can add it into converters list

Unity Assets Support

your can make reference to unity asset by type filtering and specifying name of asset

[SpreadSheetField("DemoTable",syncAllFields: true)]
public class DemoSO : ScriptableObject{

    public string id; // Field with name Id | _id | ID will be used as Primary key by Default

    private Sprite iconAsset; 

}

Auto Sync Scriptable Assets on Import

Unity Addressables References support

Same usage as regular unity asset type with only one exception. The type of target field must be AssetReference or inherited from AssetReference

[SpreadSheetField("DemoTable",syncAllFields: true)]
public class DemoSO : ScriptableObject{

    public string id; // Field with name Id | _id | ID will be used as Primary key by Default

    private AssetReference iconReference; 

}

JSON support

For more complex scenarios JSON serialization can be used

[SpreadSheetField("DemoTable",syncAllFields: true)]
public class DemoSO : ScriptableObject{

    public string id; // Field with name Id | _id | ID will be used as Primary key by Default

    [SpreadSheetField("ItemsTable",syncAllFields: true)]
    private ItemData defnition; // sync item data from json value value

}

[Serializable]
public class ItemData
{
    public string id;
    
    public int position;
}

Pipeline Importer

for more complex import scenario we can use Pipeline Importer Asset

How To Create

Create Menu: "UniGame/Google/Importers/PipelineImporter"

Each step of import pipeline take data from previous one. For custom import step your should implement one of:

  • SerializableSpreadsheetImporter: pure serializable c# class
  • BaseSpreadsheetImporter: ScriptableObject asset

For example:

  • Create Units Prefabs by Spreadsheet Data
  • Apply Unit settings from sheets data to assets
  • Mark Assets as an Addressables an move them into target group

Google API V4 .NET References

Co-Processors

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Selected co-processor execute after main import processor (after parsing and applying every row).

Custom co-processor

[Serializable]
public class MyCustomCoProcessor : ICoProcessorHandle
{
    // some properties
    
    public void Apply(SheetValueInfo valueInfo, DataRow row)
    {
        // some code
    }
}

Example

For example, Nested Table Co-Processor applies nested google-table where filter is parsing pattern:

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