Field types

Fields overview

Fields table

This is all fields types, BGDatabase currently supports (you can create your own field if it's needed.)

Field Group Field name Field Type Comments
Primitives int int
long long
float float
double double
bool bool
decimal decimal
guid Guid
string string single line text
text string multiple lines text
Primitive nullable int? int?
long? long?
float? float?
double? double?
bool? bool?
guid? Guid?
Enum #4 enum Enum
enumByte Enum
enumShort Enum
enumList List<Enum>
Unity Primitives vector2 Vector2
vector3 Vector3
vector4 Vector4
quaternion Quaternion
rect Rect
bounds Bounds
color Color
ray Ray
ray2d Ray2D
keyCode KeyCode
gradient Gradient
animationCurve2017 AnimationCurve Field target Unity 2017. For Unity >= 2018, download field animationCurve2018 here
Unity Primitive nullable vector2? Vector2?
vector3? Vector3?
vector4? Vector4?
quaternion? Quaternion?
color? Color?
Unity Assets #5 unityTexture Texture
unityTexture2d Texture2D
unitySprite Sprite Can accept a single sprite, a sprite from multiple sprite, a sprite from SpriteAtlas
unityMaterial Material
unityPrefab GameObject
unityFont Font
unityAudioClip AudioClip
unityObject Object Starting with v.1.5.6 additional type constraint can be added. Code generators generate proper type (using type from constraint)
List of Primitives listBool List<bool>
listDouble List<double>
listFloat List<float>
listGuid List<Guid>
listInt List<int>
listLong List<long>
listString List<string>
List of Unity Primitives listVector2 List<Vector2>
listVector3 List<Vector3>
listVector4 List<Vector4>
listQuaternion List<Quaternion>
listColor List<Color>
Dictionary hashtable #3 Hashtable
Relations relationSingle BGEntity
relationMultiple List<BGEntity>
nested List<BGEntity> read-only, #1
Unity Scene #2 entityReference BGEntityGo
entityListReference List<BGEntityGo>
objectReference BGWithId
objectListReference List<BGWithId>

Nested Field (#1)

Nested field is a special field, which creates a whole new meta (table), which has many-to-one relation to owner meta. It means, you can create a linked list with any fields that are supported by BGDatabase. It is a readonly field (to change it's value- delete or add nested Entities). To create a nested Entity use special method, which accept the owner of nested entity BGMetaNested.NewEntity(BGEntity owner). BGMetaNested is a class for nested tables (to be used instead of generic BGMetaRow)

Technically, it's a usual table with many-to-one relation to parent table with 2 distinct features:

  1. To access nested rows you need to chose parent row first using parent table GUI
  2. If you delete a parent row, related nested rows will also be deleted, cause they are considered as integral part of this parent row

You can read more about nested table concept here

Unity Scene Fields (#2)

There are 2 ways to reference GameObject in the scene

  1. if this object has BGEntityGo component attached. BGEntityGo is used to reference a row from a database and you can use it's id to get reference to GameObject
  2. if this object has BGWithId component attached. BGWithId is simple component with generated id, you can use this id to get reference to GameObject

Both methods use UnityObject.FindComponentOfType method and super slow.

Hashtable (#3)

Hashtable is a dictionary without generic parameters. Following types are supported as keys: int, string, bool, Guid, custom fields. Following types are not supported as values: Unity assets, relations, hashtable, nullable structs. Null values are also not supported.

Enum/enumList (#4)

With enum/enumList fields you can reference your own enumerations. Important notes:

  1. Once you created your own enum field, you can not change enum type name or namespace, cause they are stored inside database. To change it you can create exact copy of your enum with different name and change enum type at field's settings
  2. Values are stored exactly as C# store them- with numeric value. You may consider adding numeric values to your constants so constants reordering does not affect values

Unity Asset Fields (#5)

All these fields are read only. You can reference any Unity asset (UnityObject can be used to reference any asset).

Available loaders are:

Resources Asset Bundles (obsolete) Addressables Addressables by Guid
Recommendations Use it only if an amount of assets is small. Unity does not recommend to use it (more info) not recommended under any circumstances use it if you want database to store asset's address use it if you want database to store asset's Guid.
How asset is loaded using Resources.Load using AssetBundle.Load using Addressables.LoadAssetAsync
Prerequisites asset should be placed under one of Resources folder asset should be included to one of asset bundles
  1. Addressables package should be installed
  2. asset should be included to Addressables
  3. BGDatabase plugin for Addressables support should be installed
Stored value path, relative to Resources folder path within asset bundle asset address asset Guid
Limitations after asset was added to database (otherwise you need to reassign the value) path/name can not be changed name can not be changed asset address can not be changed, but you can freely move/rename asset asset Guid can not be changed (it's stored in corresponding meta file), but you can freely move/rename asset
More information Read more about Resources folder and asset bundles here Read Unity's Addressables manual here. To add support for addressables, please, download our plugin and follow setup/use manual at our download page