Engraver - Saving System OFFICIAL SALE

💬 Join the AnkleBreaker Community! 💬

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.


💾 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.


🔒 Crash-Safety Done Right 🔒

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.


🧩 Core Building Blocks 🧩

  • 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.

🚀 Why Engraver? 🚀

  • 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.
  • DOTS / ECS Persistence — entity saving through the same contract with a Burst fast-path (about 18x faster capture on 100k entities).
  • 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.

🛠️ We also offer other quality & productivity tools for Minimaps, Cinematic Cameras, Manager Initialization, Radial Menus, and more.