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💾 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.