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Data Structure
Everything in SecondBrain lives in a tree rooted at a Profile:
Profile ( Per-Team Member Separation — e.g. "Tom's Profile", "Amy's Profile" )
└── Base ( Hierarchy Separation — e.g. "Frequently Used Stuff", "Level Design Tools" )
└── Container ( The actual parent of the references — nestable to any depth )
├── Container (nested, any depth)
├── Any project asset ( Prefabs, Materials, Scenes, etc. )
├── Scene Object reference
├── Scene Component reference
└── Action Item [PRO]
The root of your SecondBrain hierarchy. Every Base, Container, and item lives inside a Profile. The free tier gives you one Profile; PRO gives you unlimited.
Profiles are stored as ScriptableObject assets — along with all their child nodes. You can have an Editor-Only profile (stored in Assets/Resources/Editor/, excluded from player builds) or an In-Build profile (stored in Assets/Resources/, included in player builds).
A workspace that groups related content. Common examples: Level Design, Audio, UI, Environment Art, Character Assets, Scene: Forest — but there's no strict rule. You can organize by discipline, by scene, by sprint, by feature, or by team member. Use whatever structure helps your team navigate fastest, and don't worry about getting it perfect from the start.
In the free tier you have one Base. PRO gives you unlimited Bases.
Bases can be linked to a Unity scene so SecondBrain opens to that workspace automatically when the scene loads.
A folder-like node that can hold other Containers and any kind of content. Nest them to any depth. Containers — and all their children — are child ScriptableObjects stored on the Profile asset. SecondBrain manages this automatically.
The Container Inspector exposes per-Container options: emoji, color, preferred child view for Quick Peek, and default expand behavior.
A link to a specific GameObject in a scene (dragged in from Unity's Hierarchy window), stored by scene path. The reference shows the object's last known name even when the scene is closed. When the scene is open, pressing Return pings and selects the object.
A link to a specific component on a scene GameObject (dragged in from Unity's Inspector window). Pressing Return selects the component in the Inspector (scene must be open).
A ScriptableObject-based executable action you place in the hierarchy like any other item and run with Return.
SecondBrain enforces two rules:
- No same-parent duplicates — adding an item that already exists in the same Container is silently rejected.
- No tree-wide structural duplicates — Containers and Bases cannot be added to a second location in the tree. Plain asset references and scene references can appear in multiple places.
Note
For developer extension points (TypedContainer<T>, ActionItem subclassing, [CreateChild] attribute) and other internal details, see Advanced Topics.