Website | How It Compares | Demo | User Manual | Public API | Patch Notes
A complete save system for Unity. Declare your data once, and it saves itself.
Write your game data in code, or author it in the inspector with no scripting at all.
Either way it persists between sessions, loaded on launch and saved at safe points, with no save files to manage and no serialization to wire up.
Save, load and clear stay available whenever you want the control, from a call in your code or straight from a button.
IT EVOLVES WITH YOUR GAME
- Prototype: saving and loading are automatic, nothing to set up or configure, it just works.
- Ship: save slots, screenshot thumbnails, rolling autosaves, cloud sync and encryption, without changing what you already built.
- Live: old saves upgrade to your new format on load, so an update never invalidates a player's progress.
IT ADAPTS TO YOU
- Entirely from the inspector: author saved values, wire them to the UI and react to them, with no scripting.
- Or from code: call save, load and clear in whatever style your code uses, on one object or on all of them at once.
- Save anywhere: local files, Player Prefs, memory, your own HTTP server or Unity Cloud Save, switched from a dropdown, with offline saves pushed once the connection returns.
- Serializes the way you already do: Unity JSON out of the box, plus Newtonsoft and Odin when either is in your project, for dictionaries, interfaces, polymorphism and object graphs. References to your own assets save with any of them.
- Extend everything: every built-in piece can be replaced by your own.
IT DOES WHAT OTHERS DO NOT
- Waits for saves on quit: a shutdown drain holds the exit until in-flight saves land.
- Locks saves down: AES-256 encryption, tamper detection, and locks tying a save to a machine, a file path or a secret only your server knows.
- Refuses to wipe progress: an existing save is never overwritten with default values, and a failed load holds saving until a retry recovers the data.
- Protects shipped saves: lock your save configuration once players have it, and any change that would orphan their saves offers to migrate them instead.
- Simulates disaster: force slow, failed or cancelled operations and check your game handles them.
- Keeps your data visible: it lives in a ScriptableObject asset, so you can read and edit it in the inspector, even while the game runs.
- Shows its work live: every load and save, with its result, in the inspector or in an overlay on the device.
IT IS BUILT TO PROFESSIONAL STANDARDS
- Cannot corrupt a save: atomic writes and an automatic backup copy survive a crash or a power loss.
- Saves without a hitch: heavy work happens in the background, and saves can be skipped entirely when nothing changed.
- Fits a studio workflow: play sessions never dirty your assets, the whole save configuration lives in one committed file, and a broken or test-only setup fails the build instead of reaching players.
- Tested end to end: 1,700+ automated tests, every release verified on Unity 6.0 through 6.6, and the full C# source in your project.
- Documented in depth: a full user manual and a searchable API reference, in the package and online.
SUPPORT
Questions, issues or feature requests? Email justetools@gmail.com.