Google Sheets For Unity Manual

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Google Sheets For Unity Manual
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Google Sheets For Unity (“GSFU”) allows you to retrieve and send data to Google
Spreadsheets from a Unity3D project at runtime or design time, for easy and collaboratively,
game data tweaking and recording.
This is usually done by setting up a complex environment involving oAuth authentication,
granular spreadsheets permissions, and developing in Unity the necessary code using the
Google API for Spreadsheets.
GSFU simplifies all that, by deploying a web service (in Google’s infrastructure, under your
account), that will connect to a given Spreadsheet, and update/return data from a desired
worksheet, in JSON format, and all ​
without involving Google user account credentials from the
Unity side​
Then from Unity3D, you can get the info by poking the web service with the standard WWW
class, and parsing it into ready to use data objects with the json library of your choice (the demo
project includes LitJson).
Some of this may sound complicated for those who never worked with Google services before,
but will be found very simple as soon as reading the simple steps described on this manual, and
looking at the example project.
Also, a major point about GSFU, is that the ​
source code is included​
, for both, the web service,
and the Unity class. This means optimal flexibility, allowing custom and useful customizations.

Installation and Setup
As stated, GSFU consist of two parts: the Unity code, and the web service. And of course, the
Google spreadsheet containing your data.
Deploying the web service script
First step into setting up GSFU, is the deployment of the web service script.
It is a Google Apps Script, that you can open and modify at will, and have it running as a web
app. You need to have your own copy on Google Drive, that you can get here:­FWKmL4WtIlr9RMo5
Setting up the service:
1. Open your copy of the GSpreadsheetConnector google script.
2. In the script editor, go to "Publish" menu, and click on "Deploy as web app...".
3. You'll now see a dialog with the title "Deploy as Web App". Where you need to set the
following values:
Project version:​
Type "1" in the textbox, and hit "Save New Version".
Execute the app as:​
Select "Me (".
Who has access to the app​
Select "Anyone, even anonymous". ​
4. Click on "Deploy".
5. A new dialog will show up, take note of the url under the label "Current web app URL".
This is the Web Service URL, described at the section “UnityDataConnector
6. Click "OK".

: If you found that there is no ​
"Anyone, even anonymous" ​
option, you need to check with your Google
Apps Administrator panel, there is a policy option for sharing the docs outside the organization. Here is the
documentation on docs sharing policy:​

Finally, Google requires you to authorize the script. For this, open the "Run" menu, and click on
the first function, "doGet". An script authorization dialog will appear, where you will be prompted
to authorize.
You can ignore/dismiss any error produced by this one­time in­editor script run.
You need to do all the previous steps again, if you make changes to your script that want to go
live. For more info, go to ​­script.​
You only need to deploy the web service once. It will work with any and all spreadsheets on
your Google Drive.

Example Spreadsheet
The included Unity example project, requires a Google Spreadsheet to connect and
send/retrieve data.
The spreadsheet is provided in the following link:­oWeEUz0IdGFLSzRPYmtxU0dDdzJsaUN
You have to get a copy of your own of this example spreadsheet.
When the time comes for creating your own spreadsheet with data, there are a few
considerations, that you should take in mind for GSFU to work properly.
1. Follow the example spreadsheet scheme. The first row in a data worksheet is always for
the field names.
2. Avoid including extra content in the data worksheets, other than the specific data to be
retrieved by Unity.
3. Always have a worksheet called “passcode”. If you want to set a blank password,
remove any data from the first, top left cell (A1). For more info read the “Security” section
of the manual.
4. Google Sheets has some limits that you should take into account when deciding whether
or not to use a Spreadsheet to store your script's data. For example, a Spreadsheet is
limited to 400,000 total cells across all sheets and 256 columns per sheet. See this help
5. Formulas can be used to populate data to be retrieved by Unity.
In general terms, you will be safer by using the provided example spreadsheet as template for
new spreadsheets.

Example Scene
From Unity, open the “ConnTest” scene. If you hit Play, you will see a working example of
GSFU updating the scene parameters at run­time.
To understand how it works, stop the project and select the “ConnectionExample” GameObject
in the hierarchy view. You will see this in the Inspector view:

This is the script that you need to include in your Unity projects. The UnityDataConnector script,
exposes fields with the required parameters for getting the data from your spreadsheet.

UnityDataConnector Parameters
❏ Web Service Url: Expects the complete url of the web service. For further info look in
the “How to deploy the web service script” section.
❏ Spreadsheet Id: The id of the google spreadsheet containing your data. For more info
read the “Getting the Spreadsheet Id” section.
❏ Sheet Name: Simply the name of the worksheet within your google spreadsheet, that
holds the data you want to retrieve. You can easily extend the UnityDataConnector class
for getting data from more than one worksheet.
❏ Password: The string you entered on your “passcode” worksheet. For info, read the
“Security” section.
❏ Max Wait Time: The maximum time to wait before aborting the connection operation.
This may vary depending on your internet connection. You can increase it if required by
your connectivity.

❏ Data Destination Object: This is a reference to an object with the script that will receive
the retrieved data, through a Unity’s SendMessage call.
❏ Statistics Sheet Name: Name of the worksheet within your google spreadsheet, that
will receive new rows of data from your game. In the example spreadsheet, the name is

Getting the Spreadsheet Id
Now you need the id of the spreadsheet containing your data. It is highly recommended to use
the example spreadsheet the first time.
To get the id, simply open the spreadsheet, and look at the URL: it will have one of two possible
formats. The id in the following example URL’s is “​

There are a few security considerations and practical matters to have in mind when using

The password for accessing your data from Unity, is set on the spreadsheet itself, on a
worksheet called “passcode”. This sheet needs to always be present, and you must not
have any other data than the optional password on the first cell (A1).
Is important to note that while is quite practical, this security approach is recommended
for development time, but probably not suited for released games. For released versions,
it requires some work and careful consideration of security and connectivity aspects.


If you want a blank password, simply leave the “passcode” worksheet blank.


The Web Service must be deployed by the same Google user that will hold the
Spreadsheet in his Google Drive account.


The Google Spreadsheet permissions can be set in any way necessary, and won’t affect
the functionality of GSFU, as long as the Web App owner remains the spreadsheet

The Example Project

The example project after updating from the online spreadsheet.

The included example is pretty much self­explanatory. When run, you will see three grey balls,
bouncing at the same repetitive rate over a plane.
There will be also a GUI box at the top left, which includes three elements:
➔ The connection status reference, at the top, that will describe the connection process for
the retrieving of data from the spreadsheet. If there are any errors, it will be reported
➔ The update button, in the middle, that will start the sequence of connecting to the sheet
on the cloud, and get the data. It will fetch the ball color and drag coefficient by object
➔ The save stats checkbox, that will initiate the process of sending to the online sheet, the
records of each ball bounce over the plane, including a timestamp, ball name, and
bounce magnitude. As opposed to the update button, the status and error handling of
this is internal and won’t report to the top GUI reference element, nor the Unity console,
to avoid clogging; however in code you will find the places where to handle issues
depending your case.

Editor Example
Since version 1.2 of Google Sheets for Unity, a new example is included, in which you can see
a use case of the extension capabilities at design time.
For this feature, a new menu in the Unity Editor has been created.

The new editor menu

As a practical measure, the menu items will only be enabled if an object named
” is currently selected in the scene (it is the scene object handling the data
sent or retrieved from the Google Spreadsheets in the base example).
The result of the ​
“Update from Google Spreadsheet” menu item action, is the same than in
the base runtime example (the bouncing balls color and drag values get updated from the
cloud), except that being at design time, you can opt to save the changes permanently in the
scene and/or the project, or simply play the scene to test the changes.
The drag value of the balls is affected on the scene, while the color is affected on the hierarchy
material asset, meaning the update is beyond the limits of the scene itself, and will persist on
the project if desired.
The ​
menu option will set the color and drag values of the balls back to the original.


First version on Unity Asset Store.
Added saving to spreadsheet feature.
New example included: Unity Editor menu, for use at design time.
Updated LitJson to latest version.
Fixed issue where empty values on the spreadsheet throw errors on Unity.
Replaced "sheet" by "worksheet" to avoid confusions.
Polished the manual a bit, and fixed some grammar errors (thanks Anthony!).
New debugMode flag in the connection object for a more verbose console output.
Placed ContinuationManager.cs and GSFUEditorMenu.cs files inside "Editor" folder.
Compatibility check with Unity 5… Success!
Unity 5 Build for Unity Asset Store.


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