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Releases: Chromum/ScriptableObjectUtility

v2.0.1

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@Chromum Chromum released this 19 Jul 20:22

Changelog

v2.0.1

  1. Repo Cleanup:
    • Removed stray .meta files that had been generated for README.md, CHANGELOG.md, and UPGRADING.md and accidentally committed.
    • Added a .gitignore entry (*.md.meta) so they don't get re-added if Unity regenerates them locally.

v2.0.0

  1. No More Required Attribute:

    • Every non abstract ScriptableObject type 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.
  2. Converted to a Package:

    • The repo root is now a proper Unity Package Manager (UPM) package (package.json at the top level, Runtime/Editor folders 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 into Assets/, or importing a .unitypackage.
    • Assembly definitions are Chromum.ScriptableObjectUtility.Runtime and Chromum.ScriptableObjectUtility.Editor.
  3. Better Discovery & Filtering:

    • Fixed a bug where a type had to derive directly from ScriptableObject subclasses more than one level deep were silently rejected.
    • Excludes Editor/EditorWindow subclasses, which also technically derive from ScriptableObject.
    • By default only scans assemblies compiled from Assets/, keeping the list free of the hundreds of ScriptableObject types 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.
  4. 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 .cs file 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.
  5. Fixes & Cleanup:

    • Full visual pass on the tool window: consistent styling, spacing, hover states, and a resizable split view.

v2.0.0

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@Chromum Chromum released this 19 Jul 20:09

Changelog

v2.0.0

  1. No More Required Attribute:

    • Every non abstract ScriptableObject type 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.
  2. Converted to a Package:

    • The repo root is now a proper Unity Package Manager (UPM) package (package.json at the top level, Runtime/Editor folders 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 into Assets/, or importing a .unitypackage.
    • Assembly definitions are Chromum.ScriptableObjectUtility.Runtime and Chromum.ScriptableObjectUtility.Editor.
  3. Better Discovery & Filtering:

    • Fixed a bug where a type had to derive directly from ScriptableObject subclasses more than one level deep were silently rejected.
    • Excludes Editor/EditorWindow subclasses, which also technically derive from ScriptableObject.
    • By default only scans assemblies compiled from Assets/, keeping the list free of the hundreds of ScriptableObject types 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.
  4. 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 .cs file 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.
  5. Fixes & Cleanup:

    • Full visual pass on the tool window: consistent styling, spacing, hover states, and a resizable split view.

Release

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@Chromum Chromum released this 04 Sep 03:50
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