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1.2
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2022.3.62 or later
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Hyper Save Engine

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Hyper Save Engine is a free, editor-first Save and Load system that lets you persist complex Unity game state without writing custom save code.

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Hyper Save Engine screenshot 1

Hyper Save Engine screenshot 1

About this asset

Hyper Save Engine

Save your Unity game without building a save system from scratch.

Hyper Save Engine is a free, full-featured save and load system built for real Unity projects.

Define what should persist directly from the Unity Editor, then let the engine handle saving, loading, profiles, runtime objects, integrity verification, and recovery.

No boilerplate.
No generated scripts.
No fragile manual wiring.

|| = WebSite = || - || = Support = || - || = Documentation = || - || = Discord = ||

|| = Youtube = || - || = Demo Game = ||

FREE AND FULL-FEATURED

Hyper Save Engine is provided as a complete free tool.

It is not a limited trial or Lite edition. You can use it in personal and commercial Unity projects.

EDITOR-FIRST PERSISTENCE

Configure your save system visually inside the Unity Editor:

  • Drag and drop Components, scene objects, Prefabs, and references
  • Toggle individual fields and properties as Saved or Unsaved
  • Persist nested component state without writing custom save scripts
  • Automatically discover supported data that can be saved
  • Generate save and load hooks visually

For example, you can save a player, inventory, quest state, opened doors, destroyed enemies, and collected items by selecting their relevant fields in the Editor.

Runtime-created objects only require minimal registration when stable identity is needed.

DEEP DATA SUPPORT

Persist complex game state without rebuilding your existing architecture:

  • Components and nested data
  • ScriptableObjects and nested data
  • Arrays, Lists, and Dictionaries
  • Unity-specific types through built-in hooks
  • Scene objects and Prefab instances
  • Runtime-generated objects

RUNTIME OBJECT RECONSTRUCTION

Restore gameplay-created content automatically when it has a stable identity:

  • Runtime Prefab instances
  • Procedural objects
  • Dynamically created hierarchies

No manual scene reconstruction code is required during loading.

PROFILES AND GAME STATE MANAGEMENT

Profiles represent complete snapshots of your game state:

  • Multiple save slots
  • New Game and Continue workflows
  • Scene metadata
  • Playtime tracking
  • Fast RAM-cached profile access
  • Verified disk persistence
  • Optional encryption
  • Configurable recovery for missing or corrupted profiles

HOOKS AND INTEGRATION

Integrate Hyper Save Engine into your existing architecture:

  • Generate hooks visually using the Hook Generator
  • Run methods before saving or after loading
  • Bind values to method parameters
  • Register runtime-created objects when required

SECURITY AND DATA INTEGRITY

Protect game saves with built-in systems:

  • Encrypted save files by default
  • Integrity verification
  • Corruption and tampering detection
  • Configurable verification-failure behavior
  • Built-in recovery options

PERFORMANCE AND SCALABILITY

Hyper Save Engine is designed to handle large save graphs efficiently with minimal configuration.

Tested platforms:

  • Standalone
  • Android

Other Unity-supported platforms may work but have not yet been fully verified.

EXAMPLES AND DOCUMENTATION

The package includes multiple example scenes covering basic and advanced workflows.

Use the Example Scene Browser to explore features directly inside Unity. Documentation and support links are also accessible from the Editor.

HELP SHAPE HYPER SAVE ENGINE

Hyper Save Engine is actively developed with feedback from Unity developers.

Join the Discord community to:

  • Request features
  • Share your save and load use cases
  • Report issues
  • Suggest future Unity productivity tools
  • Participate in upcoming tool betas

Start with the included examples, select what should persist, and build your game instead of rebuilding its save system.

From the publisher's Asset Store listing.

Technical details

Technical Details

CORE SAVE SYSTEM

  • Visual, declarative Save/Load workflow
  • No generated save code required
  • Automatic discovery of supported fields, properties, references, and assets
  • Reflection pipeline designed for large save graphs
  • JSON and binary save formats
  • Optional save-file encryption
  • Chunked reflection processing during loading
  • Unchanged-value skipping to reduce unnecessary writes
  • Configurable float comparison tolerance

AUTO SAVE ARCHITECTURE

  • Cross-scene coordination through the Auto Save Manager
  • Per-object configuration using Auto Save Components
  • Drag-and-drop support for GameObjects, Components, and references
  • Visual Saved and Unsaved toggles
  • Batch editing and bulk configuration tools

PROFILES AND GAME STATE

  • Profile-based architecture supporting multiple save slots
  • Built-in New Game and Continue workflows
  • Scene metadata and playtime tracking
  • Profile renaming and deletion
  • Direct access to profile save folders
  • Profile Manager window with live profile switching
  • Scene exclusion rules for startup, loading, and other ignored scenes

RUNTIME OBJECT SUPPORT

  • Persistence and restoration of runtime-created objects
  • Stable identity support for runtime instances
  • Prefab-based and procedurally generated hierarchy support
  • Deterministic Unique ID system
  • Automatic object reconstruction during loading
  • Minimal registration required for runtime-created instances

SCRIPTABLEOBJECTS AND UNITY ASSETS

  • ScriptableObject Manager with a drag-and-drop workflow
  • Global and per-profile ScriptableObject persistence
  • Support for references to Materials, Audio Clips, Textures, Sprites, Prefabs, Meshes, Shaders, Animation Clips, Fonts, and other Unity assets
  • Global Reference Browser for managing asset references
  • Visual assignment and removal tools with filtering options

COMPONENT TEMPLATES

  • Reusable Component save configurations
  • Create templates from existing GameObjects
  • Templates Manager for editing and organization
  • Unlimited reusable templates
  • Guided template-editing workflow

HOOKS AND INTEGRATION

  • Visual Hook Generator
  • Visual registration of fields and properties
  • Pre-Save and Post-Load method hooks
  • Optional value binding for methods with one supported parameter
  • Hook Browser with search and navigation
  • Configurable generated-code namespace
  • Enable or disable hooks using visual toggles

LOCAL STORAGE AND STEAM CLOUD

  • Built-in local disk storage
  • Optional Steam Cloud synchronization for supported Standalone builds
  • Enable Steam Cloud from the configuration window
  • Profile upload and download synchronization
  • Recovery when a configured storage source is unavailable
  • Steam integration diagnostics and setup tools
  • Cloud profile management tools

SECURITY AND DATA INTEGRITY

  • Layered save-file protection through the KeyM system
  • Optional encryption and integrity verification
  • Detection of corrupted or modified profiles
  • Configurable handling of failed verification
  • Block, quarantine, or delete invalid profiles based on project settings
  • Build-bound protection
  • Device-aware validation
  • Platform-aware key handling

DIAGNOSTICS AND REPAIR TOOLS

  • Diagnostic console with logging and operation timers
  • GUID recomputation utilities
  • Save-statistics recomputation
  • Object ID stamping utilities
  • Encryption and protection self-tests
  • Colored diagnostic indicators for faster issue identification

EDITOR TOOLING

  • Feature Hub providing centralized access to Hyper Save Engine systems
  • Search tools for managers, Components, objects, and references
  • Editor permissions and workflow controls
  • Batch configuration tools
  • More than 21 Editor windows and utilities

EXAMPLES AND LEARNING

  • 17 ready-to-use example scenes
  • Dedicated Example Scene Browser
  • Contextual documentation buttons throughout the Editor
  • Written documentation and YouTube tutorials

SUPPORTED PLATFORMS

Tested:

  • Windows
  • macOS
  • Linux
  • Android

Steam Cloud features require a supported Steam Standalone build.

Other Unity-supported platforms may work depending on their storage APIs and platform restrictions. Refer to the documentation for current platform-specific notes.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.9f1 Compatible Compatible Compatible Compatible
2022.3.62f3 Compatible Compatible Compatible Compatible

As listed on the Asset Store.