WienerWiener
  • Introduction
  • Compatibility
  • Release Notes
  • Comparison
  • Pricing
  • FAQ
  • Use Cases
  • License
  • Unity Asset vs Standalone
  • Lightweight Obfuscation & Change Detection
  • Mismatch Detection & Debug
  • Localization
  • Versioning
  • Google Sheets Input
  • Excel
  • YAML
  • Settings
  • Data Format
  • ValueOnly Format
  • Startup
  • Samples
  • Converter
  • YAML Editor
  • Setting Editor
  • 日本語
  • English
  • Introduction
  • Compatibility
  • Release Notes
  • Comparison
  • Pricing
  • FAQ
  • Use Cases
  • License
  • Unity Asset vs Standalone
  • Lightweight Obfuscation & Change Detection
  • Mismatch Detection & Debug
  • Localization
  • Versioning
  • Google Sheets Input
  • Excel
  • YAML
  • Settings
  • Data Format
  • ValueOnly Format
  • Startup
  • Samples
  • Converter
  • YAML Editor
  • Setting Editor
  • 日本語
  • English
  • Converter

    • Converter

Converter

Overview

The Converter is a Unity Editor window for converting Wiener Static Game Data inside the Unity project.

The Unity Asset version supports local Excel input and Google Sheets URLs in header.input_path.

Launch

Open via Tools > Wiener > Open Converter in the menu bar.

Unity Tools menu with Open Converter selected

Screen

Wiener Converter window


Settings

Develop Settings YAML

Path to the development settings file.

Assets/Wiener/Data/client/settings/develop_settings.yaml

Click the ... button to open a file dialog and select a YAML file.

Develop Binary Settings YAML

Path to the development binary-only settings file.

Assets/Wiener/Data/client/settings/develop_binary_settings.yaml

Production Settings YAML

Path to the production settings file.

Assets/Wiener/Data/client/settings/production_settings.yaml

WienerText CSV

Path to the Wiener text resource file.

Assets/Wiener/WienerText.csv

bytes output directory

Output directory for basic.bytes.

Assets/Resources

C# source output directory

Output directory for the generated C# source code.

Assets/Scripts/Wiener

Use a generated-only directory

After a successful conversion, Wiener recursively deletes the selected C# output directory when it already exists, then replaces it with generated code.

  • Do not put hand-written code, partial classes, settings, or another tool's output in this directory.
  • Use a Wiener-only directory such as Assets/Scripts/WienerGenerated.
  • Confirm the target and your backup before the first run.

This behavior replaces the directory; it is not a file-by-file overwrite.

Version

Enter an unsigned integer (uint) to select the highest row version included in the output. Leave it blank to convert without a version filter. See Version Management.


Run Buttons

Converter run buttons for development and production

ButtonDescription
Run DevelopRuns conversion using the Develop Settings YAML.
Press this when you have changed a YAML file or Excel data.
Run Develop Binary OnlyOutputs binary only using the Develop Binary Settings YAML.
Press this when you have added, changed, or deleted Excel data.
This reduces import time.
Run ProductionRuns conversion using the Production Settings YAML.
The development setting is set to false, and production data is output.

Conversion runs asynchronously. Buttons are disabled during execution and progress is shown in the log area.


Log Area

Converter log area showing conversion status

Displays the log output during and after conversion.

  • While running: Running is shown in yellow
  • On success: Done is shown in green
  • On failure: Error or Exception is shown in red

Click Clear to clear the log.


After Conversion

On success, the following steps are performed automatically:

  1. basic.bytes is copied to the specified bytes output directory
  2. The specified C# source output directory is deleted in full and replaced with generated C# source code
  3. AssetDatabase.Refresh() is called to update Unity assets

Keep hand-written partial classes outside the generated directory.


Settings File Reference

See Settings for how to configure the settings files.

Last Updated:: 8/9/26, 11:18 PM