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General intro on Coda

There are tons of good resources our there! You can start with these basics to discover what you can do with Coda and how to use it.
Coda also shares tutorials that automatically add pages with a tutorial within your current doc, shares a learning doc with exercises, has a formula list... everything you need to learn and find a solution for what you want to achieve.
You should also connect with the amazing Coda Community in the dedicated forum:
Last but not least the Coda Gallery is the perfect place to discover useful tools for your projects, learn new things and see the great docs other makers share:

Tables and views

In a Coda doc you can create as many table as you want.
in the free version, there are some limitation. You can create different Coda docs to sync with your Unity Project as a workaround. Check their pricing page to see more options. 🙋 By the way, if it was not 100% clear, we are not related to Coda. We are a team of enthusiastic Coda Makers using it on an everyday basis for our studio and our projects
When creating a table, Coda proposes to either create a new table, or a view of an existing table. Let’s see how we can use that in our project!

Views vs table

A view allows you to display an existing table and hide some columns you don’t want to display. For example here, we have 2 different tables from the

the original Characters table
Capture d’écran 2022-08-23 à 18.07.14.png

A view of the same table with most of the columns that are hidden
Capture d’écran 2022-08-23 à 18.07.29.png

Coda also allows you to display tables with other display options: detailed view, calendar, charts, board... Here is the same table displayed as a chart with character health, segmented by weakness.
Capture d’écran 2022-08-23 à 18.12.22.png

Of course, data is synchronised between views: if you change the health of a character here, it will be instantly changed in every view.

Use views with Coda Sync for Unity

In Coda Sync for Unity, you can select which tables (views are considered as tables) you want to sync (see ). You can then have a big character table with many data, some that you want to use only for design and testing purpose within you Coda doc, and some that you will sync.
For example, let’s say you have a weapon table. For statistical purpose, you have added a UseCount column that allows you to see how many time this weapon is affected to a character.
Capture d’écran 2022-08-23 à 18.19.37.png
But you let’s say you don’t need that information in the Unity Project; so you create a new view of the Weapons table, without this column, that you call WeaponsData. In Unity, within the Coda Sync Asset you only select WeaponsData to synchronize, not Weapons, and here you don’t get the UseCount information.
This might be very usefull to add practical data and informations about your design.

Test tables

Since you don’t have to sync every table of a doc, you can have tables you only use for evaluating your design.
Here is an example from a game with items you can buy in a shop. Every shop Item (something you can buy) unlocks a pack that contains one or more items.
Capture d’écran 2022-08-23 à 18.27.29.png
Capture d’écran 2022-08-23 à 18.32.33.png

Capture d’écran 2022-08-23 à 18.30.43.png

For this game, to test how fast the player would be able to buy all the items in the store, we have made, within the same Coda document, a test table that, based on the settings above (player skill, ...) will simulate what the player wins after each game, and what they could buy.
Capture d’écran 2022-08-23 à 18.34.17.png
The data used in this table are the real data you have synced and use in your game, but this test table is not synced with the game!
This kind of tool is very useful to test the level design and the different settings of your game.

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