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QUETZACORE SO WORKBENCH
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TABLE OF CONTENTS
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1. Overview
2. Understanding the Terminology
3. Features
3.1 Streamlined ScriptableObject Management
3.2 Intuitive Organization & Navigation
3.3 Enhanced Workflow & Project Persistence
4. Installation
- For New Users
- For Users Upgrading from 1.5.1
5. Quick Start
6. Search Functionality
7. File Structure
8. Usage Guide
8.1 Creating Groups
8.2 Pinning ScriptableObject Assets
8.3 Managing Assets
8.4 Undo/Redo in Workbench Inspector
8.5 Worktable Management
8.6 SO Workbench Persistence
9. Technical Details
10. Support Resources
11. License
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1. OVERVIEW
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QuetzaCore SO Workbench is a powerful Unity editor tool that provides a
centralized environment for managing and organizing your ScriptableObject
assets. It allows developers to "pin" references to ScriptableObject-derived
assets in a customizable Worktable panel, eliminating the need for constant
navigation between different project folders when working with data assets.
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2. UNDERSTANDING THE TERMINOLOGY
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QUETZACORE SO WORKBENCH:
The name of the overall Unity editor tool itself - your dedicated environment
for ScriptableObject management.
WORKTABLE:
The customizable panel within the Workbench where you actively "pin" and edit
a curated set of ScriptableObjects for a specific task. You can save and load
different "Worktables" for different workflows or projects.
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3. FEATURES
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3.1 STREAMLINED SCRIPTABLEOBJECT MANAGEMENT
- ScriptableObject Focus: Specifically designed for managing ScriptableObject-
derived assets
- Smart Filtering: Automatically filters and accepts only ScriptableObject
assets
- Reference-Based: Pinned items are shortcuts to the original assets - your
project's folder structure remains unchanged
- Live Editing: Selecting a pinned asset shows it in the built-in Inspector
for direct editing
- Undo/Redo in Workbench Inspector: Properly handles undo/redo for
ScriptableObject property changes (which Unity doesn't do automatically),
using standard shortcuts (Ctrl+Z, Ctrl+Y, Ctrl+Shift+Z)
- Asset Persistence: Ensures changes are saved to disk automatically
3.2 INTUITIVE ORGANIZATION & NAVIGATION
- Unified Asset Panel: A single, dockable editor window to hold references to
ScriptableObject assets
- Asset Grouping: Create collapsible groups within the QuetzaCore SO Worktable
to organize assets by feature or task
- Drag-and-Drop Pinning: Easily add ScriptableObject assets to the Worktable
by dragging them from the Project window
- Drag-and-Drop between Groups: Easily move assets between groups to help
organize your Worktable
- Context Menu Integration: Right-click on ScriptableObject assets anywhere in
Unity and select "Pin to QuetzaCore SO Worktable"
- Group Reordering: Drag the group header drag pad to reorder groups within
the Worktable
- Group Name Editing: Click directly on group names to edit them with normal
text field behavior
- Expand/Collapse: Use the checkbox next to group names to show/hide group
contents
3.3 ENHANCED WORKFLOW & PROJECT PERSISTENCE
- Isolated Undo/Redo: QuetzaCore SO Workbench inspector has its own undo/redo
scope, separate from project-wide operations
- Worktable System: Save and load complete worktable configurations for
different projects or tasks
- Worktable Persistence: All worktables are saved as ScriptableObject assets
for version control compatibility
- SO Workbench Persistence: Layout and contents are saved and reloaded between
Unity sessions
- SO Workbench Data Persistence: All SO Workbench data is saved automatically
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4. INSTALLATION
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FOR NEW USERS
=============
Via Unity Package Manager (Recommended):
1. Open your project's Package Manager window: Window → Package Manager
2. Click on My Assets
3. Select SO Workbench and click Download then Install
4. Or via Unity Asset Store Website:
- Go to Asset Store website → Log in to your account
- Click your profile icon then My Assets
- Find QuetzaCore SO Workbench
- Click Download or Import
5. The tool will automatically create necessary folders and settings files
6. Access the SO Workbench via Tools → QuetzaCore SO Workbench in the Unity
menu bar
FOR USERS UPGRADING FROM 1.5.1
==============================
IMPORTANT: If you're upgrading from version 1.5.1 to 1.6.0 or later
Key Points for Upgrading:
- Your data is safe - version 1.6.0+ will automatically recognize all saved
worktables from 1.5.1
- You must delete the old Editor folder before importing the new version
- Settings and SavedWorktables folders are preserved automatically
- The tool will operate with two folder locations until you optionally clean
up (see migration guide for details)
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5. QUICK START
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1. Open the QuetzaCore SO Workbench window: Tools → QuetzaCore SO Workbench
2. Optionally, create a new group by clicking the [+] Add Group button
3. Add assets using Search: Click the Open Search button or press CTRL+F to
open the search window
4. Add assets using Drag & Drop: Drag ScriptableObject assets from your
Project window directly into the specific group you want
5. Click on pinned assets to view and edit them in the built-in Inspector
panel
6. Organize your ScriptableObject assets into logical groups for better
workflow management
7. Save your worktable configuration using Save Worktable for future sessions
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6. SEARCH FUNCTIONALITY
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- Open Search Window: Click the "Open Search" button in the toolbar or press
CTRL+F
- Search Assets: Type at least 2 characters to search for ScriptableObject
assets project-wide
- Add to SO Worktable: Click "Add to SO Worktable" button or press Enter to
add selected asset
SMART GROUP ASSIGNMENT:
- No groups: Creates "Default Group" automatically
- One group: Adds directly to existing group
- Multiple groups: Shows group selection popup
FOLDER FILTERS: Restrict search to one or more project folders; supports
multiple selections
- Add folders: Click Select Folder... to add; selections are limited to the
project Assets/ folder
- Include Subfolders: Toggle to include all descendants of each selected folder
- Clear Filters: Resets selected folders and subfolder toggle
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7. FILE STRUCTURE
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Assets/QuetzaCore/SO Workbench/
├── Editor/
│ ├── Data/
│ │ ├── WorkbenchData.cs # ScriptableObject for workspace
│ │ │ data
│ │ └── WorktableData.cs # ScriptableObject for saved
│ │ worktables
│ ├── UI/
│ │ ├── QuetzaCoreSOWorkbench.uxml # Main window layout
│ │ ├── QuetzaCoreSOWorkbench.uss # Styling definitions
│ │ ├── WorkspaceAssetItem.uxml # Asset item template
│ │ └── WorkspaceGroupItem.uxml # Group item template
│ ├── Dialogs/
│ │ ├── LoadWorktableDialog.cs # Load worktable dialog
│ │ └── SaveWorktableDialog.cs # Save worktable dialog
│ ├── QuetzaCoreSOWorkbench.cs # Main editor window implementation
│ └── WorktableManager.cs # Worktable management utilities
├── Settings/ # Runtime-created settings folder
├── SavedWorktables/ # Runtime-created worktable storage
├── Documentation/
│ ├── README.md # This file (markdown version)
│ ├── README.txt # This file (plain text version)
│ └── MIGRATION_1.5.1_to_1.6.0.md # Upgrade guide for existing users
└── package.json # UPM package manifest
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8. USAGE GUIDE
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8.1 CREATING GROUPS
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- Click [+] Add Group to create a new asset group
- Groups are collapsible and help organize related assets
- Each group maintains its own list of pinned objects
- Group Name Editing: Click directly on group names to edit them with normal
text field behavior
- Expand/Collapse: Use the checkbox next to group names to show/hide group
contents
- Best Practice: Create groups by feature, task, or category
(e.g., "Character Stats", "Items", "Abilities")
8.2 PINNING SCRIPTABLEOBJECT ASSETS
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METHOD 1: DRAG & DROP
- Drag ScriptableObject assets from Project window directly into a specific
group
METHOD 2: CONTEXT MENU
- Right-click ScriptableObject assets in the Project or Inspector window and
select "Pin to QuetzaCore SO Worktable"
- Smart Group Selection: Automatically handles different scenarios:
* No Groups: Creates a "Default Group" and pins assets directly
* One Group: Pins assets directly to the existing group
* Multiple Groups: Shows a popup window with all available groups
- Group Selection Window: Displays all groups with a prominent "Create New
Group" option
- User-Friendly Interface: Clean, scrollable list with clear group names and
cancel option
IMPORTANT FILTERING:
- Only ScriptableObject-derived assets can be pinned. Other asset types
(prefabs, textures, scripts, etc.) will be automatically filtered out
- Precise Targeting: Each group has its own exclusive drop zone that matches
its visual boundaries exactly
- Multi-Group Support: Successfully target any group (Group1, Group2, Group3,
etc.) even when multiple groups are expanded
- Dynamic Drop Zones: Drop zones automatically adjust based on group content
and expand/collapse state
ORGANIZING BETWEEN GROUPS:
- Drag-and-Drop between Groups: Keep your worktable organized with an
intuitive drag-and-drop between groups feature
- Drag an asset to a different group to move it
- A green outline indicates a valid drop target
8.3 MANAGING ASSETS
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- Select Assets: Click on any pinned asset to view it in the built-in
Inspector panel
- Remove Assets: Use the [X] button next to assets to unpin them
- Clear Worktable: Use Clear Worktable to remove all groups and assets from
the worktable (with confirmation dialog)
- Reorder Assets: Click and drag an asset item up or down within a group to
change its position
- Move Between Groups: Drag an asset over another group; a green outline
indicates a valid drop target
- Visual Feedback: The dragged asset shows a subtle indicator during drag
operations
8.4 UNDO/REDO IN WORKBENCH INSPECTOR
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- ScriptableObject Support: Properly handles undo/redo for ScriptableObject
property changes (which Unity doesn't do automatically)
- Standard Shortcuts: Use the following keyboard shortcuts as normal:
* Ctrl+Z - Undo
* Ctrl+Y or Ctrl+Shift+Z - Redo
- Isolated Scope: Undo/Redo is scoped to the Workbench Inspector, separate
from project-wide undo history
8.5 WORKTABLE MANAGEMENT
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- Save Worktable: Save current worktable configuration with a custom name and
description via Save Worktable button
- Load Worktable: Load previously saved worktable configurations via Load
Worktable button
- Worktable Persistence: All worktables are saved as ScriptableObject assets
for version control compatibility
- Automatic Layout Persistence: The QuetzaCore SO Workbench layout persists
between Unity sessions
- Multiple Configurations: Save different worktables for different features or
tasks in your project
8.6 SO WORKBENCH PERSISTENCE
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- Automatic Saving: All SO Workbench data is automatically saved to
Assets/QuetzaCore/SO Workbench/Settings/WorkbenchData.asset
- Session Persistence: Your SO Workbench layout persists between Unity sessions
- Version Control: The SO Workbench data integrates with Unity's version
control systems (Git, Perforce, etc.)
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9. TECHNICAL DETAILS
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- Unity Version: Compatible with Unity 2022.3.52f1 and later (tested with
Unity 6)
- Dependencies: Only uses Unity's built-in UnityEngine and UnityEditor APIs
- Performance: Lightweight implementation with minimal memory footprint
- Data Storage: Uses ScriptableObject for reliable serialization and version
control compatibility
- Package Type: Embedded UPM Package
- Package Size: < 1MB
- No External Dependencies: Works out-of-the-box with no additional plugins
required
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10. SUPPORT RESOURCES
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- Email: support@vighorusgames.com
- Reddit: https://www.reddit.com/r/QuetzaCore/
- 1.5.1 to 1.6.0 Migration Information: See MIGRATION_1.5.1_to_1.6.0.md
This tool is designed to be self-contained and requires no external dependencies.
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11. LICENSE
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This tool is provided as-is for use in Unity projects. Please refer to your
Asset Store license for usage terms and conditions.
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VERSION INFORMATION
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Version: 1.6.0
Package Name: com.vighorusgames.scriptableobjectworkbench
Package Type: UPM Package
Size: < 1MB
Compatibility: Unity 2022.3.52f1 and later (confirmed working with Unity 6)
Dependencies: None (Unity built-in only)
Last Updated: 2026-04-06
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