Component Save System View on Asset Store (opens in new tab)

Package details

Latest version
v1.26
Last updated
First released
Unity version
2019.4.0 or later
Package size
8.6 MB
Files
212
Favorites
246
Views in the past week
17

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Component Save System

by Lowscope (opens in new tab)

4.8 / 5 ยท 32 ratings

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Plugin that makes it easy to add saving to individual components. All data gets stored in cache during a run, so it persists between scenes without saving. Making it also to create "save points".

Price $15.00

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Price history

Last 6 months

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Price history for Component Save System, 6 months Current $15.00; lowest $15.00; highest $15.00 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

Asset preview

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Component Save System screenshot 1

Component Save System screenshot 1

About this asset

What is Component Save System?

A save game system that is developed to co-exist with the current component system of Unity. Making it very easy to save each unique GameObject seperately based on identifiers.

๐Ÿ“š Manual

๐ŸŒ HTML5 Demo

๐ŸŽ Free (older, unmaintained) version of the plugin

โœจ Another save game system for Unity? โœจ

How this solution differs from others is that you only have to write a save implementation per component (script). Each GameObject has their components uniquely saved based on an ID that is assigned.

๐Ÿ’ก How does it work in practice? ๐Ÿ’ก

1. Add a component called "Saveable" to the root of a GameObject.

This automatically generates a unique ID for the GameObject.

2. The Saveable component automatically fetches all scripts that implement the

ISaveable interface. (Watch the video if you don't understand how this works!)

3. Data gets saved to disk when game exits or when SaveMaster.WriteSaveToDisk() is called! You can turn the save on exit off, this automatically makes the saving based on "Save Points". Data stays cached on scene changes but isn't written to disk immediately.

๐ŸŽฎ Features ๐ŸŽฎ

- Source code included

- Easily save items you can drop on the floor

- Write a save implementation per-component, keeping your project modular

- Store primitive data (float, int, string) through a single command, such as SaveMaster.SetInt(id, value)

- Writing to Binary and SQLite (Beta), and converting between save types

- AES encryption of save files

- Automatic screenshot saving to metadata, easy to display in a loading screen

- Automatic saving and loading of last used scenes using the Save Last Used Scenes component.

- Game templates included: Sample Game & Main menu & Pause screen.

- Use scriptableobject instead of a string field to set ID's

- Save data to a custom metadata file

- Alternative writing between two save files, in case of corruption

๐Ÿ”Œ Compatibility ๐Ÿ”Œ

- Windows / Linux

- Android

- WebGL

- iOS (Works according to feedback, cannot provide support)

Other platforms will most likely work, but more excessive testing

is required to fully confirm this.

๐Ÿ’ก Have questions? ๐Ÿ’ก

Contact ๐Ÿ‘‰ [email protected] to get support.

๐Ÿ”— Core & Sample Game dependencies ๐Ÿ”—

This asset uses [SQLite.Net] under [MIT];

This asset uses [SQLite4Unity] under [MIT];

This asset uses [FloatReferenceDrawer] under [MIT];

This asset uses [Kay Kit Mini Game Variety Pack] under [ CC.0 Public Domain];

This asset uses [Kenney.nl Interface Sounds] under [CC.0 Public Domain];

This asset uses [Kenney.nl Game Icons] under [CC.0 Public Domain];

This asset uses [Thud.wav] under [CC.0 Public Domain];

This asset uses [ItemPlaced] under [CC.0 Public Domain];

This asset uses [Explosion Metallic] under [CC.0 Public Domain];

This asset uses [Coin Pickup.mp3] under [CC.0 Public Domain];

This asset uses [gem_ping.wav] under [CC.0 Public Domain];

This asset uses [Door_Unlocking.wav] under [CC.0 Public Domain];

See Third-Party Notices.txt file in package for details.

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2019.4.0f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.