AI Sheets – AI Game Database & Localization


Build the table, say what you need — AI fills in your game database, icons, and localization. No pipeline to hand-build. Works in WebGL, mobile, and consoles.


by Glitch9 Inc.


Price History +

AI Sheets, AI Game Database & Localization


AI Sheets turns a spreadsheet into a game database and localization system. Say what you need in plain language, and AI fills in the data, the icons, the translations — no coding, no setup, no manual typing row by row.


Open it from Window > AI Sheets > Spreadsheet (Ctrl/Cmd + Shift + T).


*Built on the free AIDevKit base package.*


>> Online Documents

>> Join Discord Server get pre-release builds & hotfixes


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## FAQ — the questions people ask before buying


• *Does it work at runtime in a WebGL or console build?*

Yes. The runtime Localization/Database API runs on every Unity target — Windows, macOS, Linux,

iOS, Android, consoles, WebGL. (The editor authoring tools and AI generation are editor-only.)


• *What if the AI generates something wrong — can I undo it?*

Yes. Edits and deletes from the agent are risk-tagged so you review them before they run (or set

it to always ask first). Every cell also keeps version history, so you can restore a previous

value, or just undo/redo like any other change.


• *Can I bring in data I already manage in Excel or Google Sheets?*

Yes. Import and export CSV, TSV, XLSX, JSON, and Google Sheets, round-trip, in the same formats

you already use.


• *How do I use this data in my actual game code?*

The Game Database Setup wizard generates a typed GameDB facade for you. It's two lines —

`Database.LoadAsync<T>()` → `Database.TryGet<T>()`. You never write your own parser.


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## The Data You Used to Type by Hand — Now AI Fills It


If you don't even know where to start structuring your data, hand that part to the AI.


* "100 weapons" → 100 rows with names, descriptions, and stats filled in

* "50 shop NPC lines" → 50 rows, all at once

* large requests are planned first, then filled in — no duplicate keys, no half-finished rows

* generation reads your existing rows as examples, so new content matches your style


The one-cell-at-a-time typing is gone.


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## Icons, Voice, Sound — Generated Right in the Table


It's not just data.


• add an icon column and AI generates an image for every item

• set a per-column reference image so every icon matches your art style

• edit generated images with a text instruction (AI inpainting)

• generate voice lines (TTS) right inside the cell — sound effects and music too, with AIDevKit Pro

• drive voice per row — read the speech text and voice from other columns

• generated images and audio are saved as real assets in your project (Addressables supported)


No separate asset pipeline to design — fill the table, and your game assets come with it.


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## Translation, Without Building a Translation Pipeline


* write in one language — AI fills in the rest

* missing translations are found and filled in a single pass

* AI translation (OpenAI, Anthropic, and more) / Google Translate / Microsoft Translator

* compare providers side by side and apply the best result (Compare Translations)

* track review status per translation: Initial → Translated → Reviewed → Final


No API wiring, no endpoint to configure — pick a provider, and translation happens.


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## Say It, and AI Edits the Table


Give the agent a task in plain language and it edits the table directly.


• "Fill in all the missing Korean translations."

• "Create 20 items that follow this schema."

• "Find every row where damage > 100 and flag it."


Edits and deletes — the hard-to-undo ones — are risk-tagged so you can review them before they run,

or switch approval modes (Ask Before Edits / Ask Before Delete / Edit Automatically). Conversations

are saved, so you can pick up where you left off.


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## The Table Is Your Game Code


Use the tables you build directly in your game.


• generate C# model classes from a table (PureCSharp or ScriptableObject)

• a Game Database Setup wizard generates a typed GameDB facade — load everything with one call

• load as typed objects at runtime: `Database.LoadAsync<T>(...)` → `Database.TryGet<T>(...)`

• typos are caught at the table stage, before they break your game


No separate data model to design by hand — the table structure becomes the code structure.


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## What Is AIDevKit Sheets?


An add-on package for AIDevKit. It adds a native spreadsheet window to Unity.


Every table is built from the same Table > Column > Row > Cell model, and is one of two kinds:


Localization — a key column plus one value column per language

Database — typed columns that hold structured game data


A runtime API (`Glitch9.AI.Sheets`, async via UniTask) loads and queries the same tables while your

game is running.


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## Spreadsheet Editor


A real spreadsheet tool, right inside Unity.


* typed columns (primitives, enums, dates, colors, vectors, Unity assets, custom JSON classes, localized references)

* multi-cell / multi-row / multi-column selection, copy & paste, find & replace (regex, whole word, in selection)

* keyboard shortcuts (built-in guide window), undo / redo

* per-cell notes, cell version history (restore previous values)

* Column Manager and per-table settings

* start from table templates (Item / Character / Quest / Skill databases, Localization) or save your own

* JSON snapshots (Ctrl+S), duplicate-key check, one-click table clean-up

* merge-conflict resolution when re-importing changed data

* AI text revision — rewrite the cells you select with an instruction


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## More on Localization


In the editor:


• add and manage language (locale) columns

• detect missing translations and fill them in one pass

• supply translation context (Contextual Keys) — including plural, gender, and platform variants (mobile / pc / xbox)

• compare translations across languages and providers for QA (Compare Translations)

• generate keys from scene Text / TMP components (Scene Text Localization)

• extract hardcoded strings from C# scripts into a localization table

• export every unique character to build TMP font atlases


At runtime (static `Localization`):


• initialize with `Localization.InitializeAsync()`, switch language via `CurrentLocale`

• `"key".Tr()` + chain `.Count(int)` / `.Gender(...)` / `.Format(...)` / `.Fallback(...)`

• localize dates: `DateTime.Tr(...)`, `DayOfWeek.Tr()` — and enums via `enum.Tr()`

• localized assets in code: `"key".TrAsset<T>()`, `image.SetLocalizedSprite(...)`, and more

• drop-in components: TextLocalization (UI.Text / TextMesh / TMP_Text), Sprite / Texture / Material / Audio Localization (extensible AssetLocalization base for your own types)

• LocalizationManager — auto-loads on Awake (start with no code)

• Realtime Translation at runtime — `"text".TrRealtime()` with memory / persistent / negative caching

built in


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## More on Database


• define columns with real data types and validate them

• reference Localization keys directly from Database cells (Cross-Reference)

• generate C# model classes from a table (PureCSharp / ScriptableObject)

• export a table to ScriptableObject assets

• load from many sources: CSV, TSV, JSON, Google Sheets, TextAsset, file path, or URL

• asset-reference cells resolve through direct references or Addressables


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## Import / Export


• CSV, TSV, Excel (XLSX, round-trip), JSON (round-trip)

• XLIFF 1.2 / 2.0 (for professional translation pipelines)

• ScriptableObject (round-trip)


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## Google Sheets Sync


Push to and pull from Google Sheets directly in the editor, keeping a shared spreadsheet and your

Unity project in sync. You don't need to know how to set up Google API auth yourself — an in-editor

guide walks through sharing / access setup step by step.


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## What You Can Build


• AI-assisted localization pipelines

• item / skill / quest / dialogue databases → loaded at runtime as typed C# objects

• procedural content tables filled by AI

• data validation and QA workflows

• runtime localization + Realtime Translation


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## Supported Providers


AI features use the providers you configure in AIDevKit (OpenAI, Anthropic, and more).

Translation additionally supports: Google Translate, Microsoft Translator.


> > See all supported providers


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## Samples


Six demo scenes are included: locale switching, runtime Realtime Translation, a GameDB database

demo, and manual loading from CSV, Google Sheets, and ScriptableObject.


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## Note on Bulk Generation


AI row generation is capped at 100 rows per request. Larger requests are split across multiple

calls automatically, and new rows are checked against existing keys so nothing collides.


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## AI/ML Training Notice


This package does not train, validate, or develop AI/ML models. It does not use Unity Offerings, Asset Store content, or Unity-generated outputs for AI/ML training. All AI requests are initiated by the user and sent only to user-configured providers.


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## Third-Party Notices


This asset uses UniTask and the Sylvan.Data libraries (Sylvan.Data.Csv for CSV/TSV, Sylvan.Data.Excel for XLSX) under the MIT License. See `Third-Party Notices.txt` in the package for details.


## Supported Platforms


Runtime Localization and Database run on all Unity targets (Windows, macOS, Linux, iOS, Android, Consoles, WebGL).


Editor authoring tools (the Spreadsheet window, import/export, code generation, AI generation) run in the Unity Editor. AI calls are sent to the providers you configure; runtime Realtime Translation requires the relevant provider key.


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This asset uses UniTask under MIT License. See the Third-Party Notices.txt file in the package for license details.