Crystal Save | State Machine 2 by Ninjutsu Save Module View on Asset Store (opens in new tab)

Package details

Latest version
1.0.5
Last updated
First released
Unity version
6000.0.58 or later
Package size
284 KB
Files
7
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2
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Crystal Save | State Machine 2 by Ninjutsu Save Module

by Arawn (opens in new tab)

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Crystal Save add-on that links Crystal Save with GC2 State Machine 2, auto-saving every runner or asset variable across scenes, loads and cloud. Drop in up to two components—zero code.

Price $15.00

Buy on Asset Store (opens in new tab)

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Price history

Last 6 months

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Price history for Crystal Save | State Machine 2 by Ninjutsu Save Module, 6 months Current $15.00; lowest $15.00; highest $15.00 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

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Crystal Save | State Machine 2 by Ninjutsu Save Module screenshot 1

Crystal Save | State Machine 2 by Ninjutsu Save Module screenshot 1

About this asset

⚙️🧩 Crystal Save | Game Creator 2 State Machine Save Module 🧩⚙️

Freeze-frame every branch, boolean and Vector3 in your GC2 graphs—then thaw them out exactly where you left off.

📖 Overview

Just two drop-in components let Crystal Save persist all variables inside any Game Creator 2 – State Machine: runner-local or asset-based.

🎮 Hit Save → Load and the machine restarts in the same state, same values—no coding, no inspector tweaks.

✅ Requirements

• Unity 6 LTS+

• Game Creator 2 Core + State Machine by NinjutsuGames

• Crystal Save (base) v 1.5+

🚀 Installation & Quick Start

  1. Import Crystal Save | State Machine.
  2. Open Game Creator → Install and install the demo.
  3. Add Remember GC2 State Machine Variables to a prefab that references a StateMachineAsset.Add Remember GC2 State Machine Runner Variables to any GameObject with StateMachineRunner.
    —or—
  4. Play → change GC2 vars → Save → Load. Everything resumes flawlessly.

Attach & forget—zero inspector sliders, no symbols.

🛠️ Components

• Remember GC2 State Machine Runner Variables

Serialises the live Variables dictionary on a runner and restores it before the first Update tick.

• Remember GC2 State Machine Variables

Targets standalone StateMachineAsset files; reflects into GC2’s runtime map to save & load every key/value—even custom types.

Both inherit SaveableComponent, auto-register with Crystal Save, and obey pooling / keep-across-scenes rules.

🎬 Demo Scene

Game Creator → Install → Crystal Save | State Machine

• Buttons change runner-level vars → reload shows them restored.

• Prefab instances share an asset; their variables save & reload independently.

🔄 How Saving & Loading Works

• Save – SerializeComponentData() → MemoryPack binary blob.

• Load – Blob fed back into runner or asset before gameplay resumes.

• Version-safe – Variables stored by name; new or reordered vars don’t break old saves.

💡 Tips & Best Practices

• One Remember component per context: Runner Variables for NPC-specific brains, Asset Variables for shared graphs.

• Custom structs/classes? Register via GC2’s TypedObjectFactory so MemoryPack handles them automatically.

• Using object pools? SaveablePrefabPool resets GUIDs and re-registers components only when spawned—no ghost data.

🆘 Support

🐦 Discord: https://discord.gg/MPhMKtSMUZ

Happy state-saving—may your machines always pick up exactly where they left off!

From the publisher's Asset Store listing.

Technical details

  • Requires Unity 6 LTS
  • Requires State Machine 2 (Requires Game Creator 2)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.0.58f2 Compatible Compatible Compatible Compatible

As listed on the Asset Store.