Saving System for DOTS View on Asset Store (opens in new tab)

Package details

Latest version
1.7.0
Last updated
First released
Unity version
6000.3.20 or later
Package size
2.9 MB
Files
533
Favorites
78
Views in the past week
21

Price tracking

Last checked
Tracked since
Lowest recorded
$74.50 on

Keywords

Saving System for DOTS

by Thomas Enzenebner (opens in new tab)

5.0 / 5 · 4 ratings

Ratings by stars
Number of ratings for each star rating
5 stars 4
4 stars 0
3 stars 0
2 stars 0
1 star 0

Give your DOTS world a memory. Save and restore world state, visually migrate saves as your game evolves, and inspect your data. All in one UI-driven toolkit for Unity Entities.

Price $150.00

Buy on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for Saving System for DOTS, 6 months Current $150.00; lowest $75.00; highest $150.00 in this period. $0 $100 $200 Jun Jul Aug Sep Oct Nov Version 1.6.2 released 8 May 2026 v1.6.2 Version 1.6.3 released 15 May 2026 Version 1.6.4 released 17 Sep 2026 v1.6.4 Version 1.7.0 released 9 Oct 2026 v1.7.0

Asset preview

1 / 7

Saving System for DOTS screenshot 1

Saving System for DOTS screenshot 1

About this asset

Give your DOTS world a memory.

The settlements your players build. The items they collect. The changes they make along the way. Give them a world to come back to and give yourself the tools to carry their progress forward as your game evolves.

Saving System for DOTS brings world persistence, visual save migration, and save inspection together in a toolkit for Unity Entities. A UI-driven workflow helps you define what to save, generated code handles serialization, and dedicated editor tools let you see what’s happening with your data.

Less time building and maintaining a save framework. More time bringing your game to life.

Unity 6.7 beta and Unity 7 ready!

⚙️ Choose what matters. Generate the code.

Select the types and fields you want to persist through the editor UI. The source generator creates the required serialization and deserialization code for you, while binary storage and LZ4 compression keep save files compact.

🌍 Remember the world your players leave behind

Keep the changes that make each player’s world their own. Persist global and SubScene entity data, runtime-instantiated prefabs, and destroyed SubScene entities. With support for dynamic buffers, enabled states, and components added at runtime.

🔄 Keep creating - with room for your data to change

Your first component layout doesn’t have to be your last. Create versioned Save Formats and visually migrate fields when your data structures change.

Replacing or restructuring prefabs? Prefab migration helps transfer their saved state, giving you tools to bring existing saves along as you develop and update your game.

🔍 Open a save. See what’s inside.

Wondering whether a value was saved correctly or why something loaded differently than expected?

The included SaveGame Viewer lets you inspect saved SubScenes, entities, components, buffers, enabled states, and values directly in the Unity Editor. Check what was actually saved and investigate problems with your data in view.

🧩 From persistent worlds to individual entities

Work with global and SubScene persistence, save and load individual entities, and integrate saving into Netcode for Entities workflows.

Built for real DOTS projects

  • Persistent worlds and SubScenes
  • Runtime-spawned and destroyed entities
  • Projects whose component layouts change during development
  • Save compatibility across game updates
  • Netcode for Entities workflows
  • Saving and loading individual entities

🎮 Used in Life Below by Megapop.

📦 Full source code is included.

🚀 Build a world your players can come back to.

📖 Documentation

💬 Discord

✉️ Email support

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.20f1 Compatible Compatible Compatible Compatible

Samples require Unity6 or Unity 2023.2 because of UIToolkit runtime bindings.

They also have a dependency on Entities.Graphics and Unity.Physics.

As listed on the Asset Store.