Save anything. In one line.
That's it. No setup.
Or just tick a box: Auto Save
- Add the Auto Save component, tick what to keep, done
- Saves automatically when the game quits, pauses, or changes scene
Saves everything your game has
- Your own classes, structs, lists and dictionaries
- Vector3, Color, Quaternion and other Unity types
- GameObjects, prefabs and ScriptableObjects
Save slots for any UI
- Names, dates, play time and thumbnails built in
- Works with your own save screen, or drop in the ready-made menu
- A "Continue" button takes two lines of code
Cloud saves that work offline
- Play on the phone, continue on the PC
- No connection? Keep playing, it syncs later
- Unity Cloud Save, your own server, or any service you like
Your players' progress is safe
- Crash-safe writes: a power cut mid-save never loses progress
- AES-256 encryption with tamper detection
- Automatic backups and recovery of damaged files
Ship updates without breaking saves
- Versioning and migrations upgrade old saves as they load
- Renamed a field? Unity's [FormerlySerializedAs] still works
See inside every save
- The Save Browser shows your saves as a table: keys, types, values
- Edit values live, back up, restore and export to JSON
Built for developers
- Error messages that help: "Did you mean 'coins'?"
- Visual Scripting nodes for designers
- Works with IL2CPP, code stripping and fast Enter Play Mode
- Full C# source code and a detailed manual
Uniamp: Save & Load Made Simple.