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Package details
- Latest version
- 1.0.3
- Last updated
- First released
- Unity version
- 6000.0.68 or later
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- 7.8 MB
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- Search for save game
- Search for json save
- Search for fishnet save
- Search for binary serialization
- Search for Save Load
- Search for corruption recovery
- Search for Serialization
- Search for save versioning
- Search for open world save
- Search for persistence
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- Search for save system
Engraver - Saving System
Crash-safe save & load system for Unity: multi-slot profiles, save history, versioning & migration, JSON/binary, async I/O, no-code component
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Last 6 months
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Engraver - Saving System screenshot 1
About this asset
π¬ Join the AnkleBreaker Community! π¬
Got a question, feedback, or a feature you'd love to see? Join our Discord - we actively improve our assets based on your input, and it's where we drop our latest announcements and run giveaways.
- π₯ Discord: π https://discord.gg/2D36VUmsYN
- π Website: πhttps://anklebreaker-consulting.com
πΎ A Save System That Never Loses Progress
Rolling your own save system is where shipped games lose player progress: half-written files after a crash, saves that stop loading after an update, and I/O that freezes the frame.
Engraver is a production-grade, network-agnostic persistence layer that solves all three: atomic crash-safe writes with recovery, first-class versioning & migration so old saves keep loading, and fully async background I/O that never stalls the frame.
π Crash-Safety Done Right π
Every save is an atomic write (temp then rename) with multi-slot redundancy, CRC-checked commit markers and automatic recovery that quarantines corrupt files and cascades to the latest intact copy. Timestamped and whole-session backups mean a bad update can always be rolled back.
π§© Core Building Blocks π§©
- GameObject Save Controller: a zero-code component: tick what to remember (transform, physics, active/tag/layer) and it just saves.
- Persistence Managers: a clean, no-singleton pattern (CaptureItem / ApplyItem) for full control over collections, spawning and reconciliation at load.
- Save Configuration & Save Monitor windows: author streams and keys, then watch every saved object live in Play Mode.
- Profiles & Records: multi-slot profiles with Skyrim-style save history, previews and thumbnails.
π Why Engraver? π
- Never Freezes The Frame: fully async background I/O, and a ~530k-object benchmark scene that proves it on your own hardware with a per-frame hitch report.
- Versioning & Migration: data-owned versions with a strict no-bump-on-failure rule, so old saves keep loading across game updates.
- JSON or Binary: Newtonsoft JSON by default plus a dependency-free binary format, auto-detected at read time, with optional reflection-free binary code generation.
- Scales To Open Worlds: chunked scene streaming and incremental save so cost scales with what changed, not world size.
- Optional DOTS / ECS Persistence: entity saving through the same contract with a Burst fast-path (about 18x faster capture on 100k entities). Entities and Burst are only installed if you choose the ECS workflow.
- Zero-Code To Deep-Code: tick-a-box for the common case, up to full manager-driven control, all in the same on-disk format.
- Optional FishNet Multiplayer: a decoupled add-on layers server-authoritative saving and reconnection on top, with the client fully inert.
- Secure & Hardened: path barriers, bounded binary deserialization, and a very large corruption/hardening test suite.
- Documentation Your Way: an in-editor manual with a guided tour, the same manual as a PDF and in Markdown, and an AI/SKILL.md guide so your AI coding agent uses Engraver correctly.
Setup - import this package, then click Install in the Dependencies window that opens. The free AnkleBreaker packages install themselves through Unity's Package Manager, which needs Git installed on your computer to install them in one click.
π οΈ And also quality & productivity tools for Character Customization, Ballistic Systems, Popups & Notifications, Minimaps, Maps & Compasses, and more.
From the publisher's Asset Store listing.
Technical details
Unity Version: Unity 6.0 (6000.0) and newer
Render Pipelines: Pipeline-agnostic (save-preview thumbnails use async GPU readback; no pipeline-specific code)
Scripting Backend: Mono / IL2CPP
Platforms: All platforms supported by Unity
Required Dependencies: Newtonsoft JSON and AnkleBreaker Core (free). The Dependencies window installs them in one click.
Git: required to install the free dependencies in one click. Free, installed once: git-scm.com/downloads. Without Git you install them by hand.
Optional Dependencies: DOTS / ECS (Unity Entities + Burst), FishNet 4 + AnkleBreaker FishNet Core, AnkleBreaker ManagersLoader (auto-detected). Offered in the Dependencies window, never forced.
Serialization: JSON (Newtonsoft, default) or dependency-free binary, format auto-detected at read; optional binary code generation
Versioning: Data-owned versioning & migration, no version bump on a failed migration
Robustness: Atomic writes, multi-slot redundancy, corruption quarantine, CRC crash recovery, timestamped and whole-session backups
I/O: Fully async (Unity 6 Awaitable), optional synchronous mode, frame-amortized restore
Scaling: Chunked scene streaming + incremental save (cost scales with change, not world size)
Save Model: Multi-slot profiles, save history with previews and thumbnails, play-time tracking
Editor Windows: Minimal Setup, Save Configuration, Save Monitor, Documentation, Welcome, Examples, Dependencies
Networking: None in core (network-agnostic); optional FishNet add-on for server-authoritative saving
Samples: Runtime UI, Persistence demo, ECS/Entities, ~530k-object Save/Load Benchmark, FishNet demo
Tests: 775 EditMode + 7 PlayMode tests included, passing on Unity 6000.0 and 6000.6
Source Code: Full C# source included
Documentation: In-editor manual (35 pages, guided tour), PDF manual (Documentation/Engraver_Manual.pdf), Markdown manual and AI/SKILL.md for AI coding agents
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.0.68f1 | Compatible | Compatible | Compatible |
As listed on the Asset Store.