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Releases: Chromum/ScriptableObjectUtility
Releases · Chromum/ScriptableObjectUtility
Release list
v2.0.1
Changelog
v2.0.1
- Repo Cleanup:
- Removed stray
.metafiles that had been generated forREADME.md,CHANGELOG.md, andUPGRADING.mdand accidentally committed. - Added a
.gitignoreentry (*.md.meta) so they don't get re-added if Unity regenerates them locally.
- Removed stray
v2.0.0
-
No More Required Attribute:
- Every non abstract
ScriptableObjecttype in your project is now discovered automatically. - The
[ScriptableObjectAttribute]still exists, but is now optional, used only to override the grouping path and/or display name.
- Every non abstract
-
Converted to a Package:
- The repo root is now a proper Unity Package Manager (UPM) package (
package.jsonat the top level,Runtime/Editorfolders each with their own assembly definition). - Install via
Window > Package Manager > Install package from git URL..., or from disk instead of cloning and dragging files intoAssets/, or importing a.unitypackage. - Assembly definitions are
Chromum.ScriptableObjectUtility.RuntimeandChromum.ScriptableObjectUtility.Editor.
- The repo root is now a proper Unity Package Manager (UPM) package (
-
Better Discovery & Filtering:
- Fixed a bug where a type had to derive directly from
ScriptableObjectsubclasses more than one level deep were silently rejected. - Excludes
Editor/EditorWindowsubclasses, which also technically derive fromScriptableObject. - By default only scans assemblies compiled from
Assets/, keeping the list free of the hundreds ofScriptableObjecttypes Unity's own bundled packages define. Any other assembly, or individual classes within it, can be re enabled from Preferences. - Each row's
⋮options menu lets you hide a type from the list entirely.
- Fixed a bug where a type had to derive directly from
-
New Features:
- Search field filters the list live.
- Undo support on asset creation.
- Foldout expand/collapse state remembered per group across sessions.
- "Edit Script" button per row opens the type's
.csfile in your IDE. - "Show All Assets" browser: a per-type view listing every existing asset of that exact type, with a "Select In Project" button per asset and a back button to return to the tree.
- Embedded, resizable inspector preview at the bottom of the window — click an asset in the browser to preview it without touching your actual Project selection or hijacking your real Inspector window.
- Asset count per type (e.g.
WeaponData (3)), togglable. - Configurable asset creation location: active Project folder, the folder with the most existing assets of that type, a fixed configured folder, or a folder-picker prompt every time.
- New Preferences page (
Edit > Preferences > Scriptable Object Utility): asset-creation mode, window behavior toggles, included assemblies/classes, hidden types, and a "Reset All Settings to Defaults" button. - Auto refreshes the list after Unity recompiles scripts.
- Remembers your last search text and whether you were viewing the tree or a specific type's asset browser.
-
Fixes & Cleanup:
- Full visual pass on the tool window: consistent styling, spacing, hover states, and a resizable split view.
v2.0.0
Changelog
v2.0.0
-
No More Required Attribute:
- Every non abstract
ScriptableObjecttype in your project is now discovered automatically. - The
[ScriptableObjectAttribute]still exists, but is now optional, used only to override the grouping path and/or display name.
- Every non abstract
-
Converted to a Package:
- The repo root is now a proper Unity Package Manager (UPM) package (
package.jsonat the top level,Runtime/Editorfolders each with their own assembly definition). - Install via
Window > Package Manager > Install package from git URL..., or from disk instead of cloning and dragging files intoAssets/, or importing a.unitypackage. - Assembly definitions are
Chromum.ScriptableObjectUtility.RuntimeandChromum.ScriptableObjectUtility.Editor.
- The repo root is now a proper Unity Package Manager (UPM) package (
-
Better Discovery & Filtering:
- Fixed a bug where a type had to derive directly from
ScriptableObjectsubclasses more than one level deep were silently rejected. - Excludes
Editor/EditorWindowsubclasses, which also technically derive fromScriptableObject. - By default only scans assemblies compiled from
Assets/, keeping the list free of the hundreds ofScriptableObjecttypes Unity's own bundled packages define. Any other assembly, or individual classes within it, can be re enabled from Preferences. - Each row's
⋮options menu lets you hide a type from the list entirely.
- Fixed a bug where a type had to derive directly from
-
New Features:
- Search field filters the list live.
- Undo support on asset creation.
- Foldout expand/collapse state remembered per group across sessions.
- "Edit Script" button per row opens the type's
.csfile in your IDE. - "Show All Assets" browser: a per-type view listing every existing asset of that exact type, with a "Select In Project" button per asset and a back button to return to the tree.
- Embedded, resizable inspector preview at the bottom of the window — click an asset in the browser to preview it without touching your actual Project selection or hijacking your real Inspector window.
- Asset count per type (e.g.
WeaponData (3)), togglable. - Configurable asset creation location: active Project folder, the folder with the most existing assets of that type, a fixed configured folder, or a folder-picker prompt every time.
- New Preferences page (
Edit > Preferences > Scriptable Object Utility): asset-creation mode, window behavior toggles, included assemblies/classes, hidden types, and a "Reset All Settings to Defaults" button. - Auto refreshes the list after Unity recompiles scripts.
- Remembers your last search text and whether you were viewing the tree or a specific type's asset browser.
-
Fixes & Cleanup:
- Full visual pass on the tool window: consistent styling, spacing, hover states, and a resizable split view.
Release
First Release
Full Changelog: https://github.com/Chromum/ScriptableObjectUtility/commits/v1.0.0