Awesome
Save System for Unity
TODO
- Assets References
- AOT support
- Upload MessagePack version to separate branch? MessagePack version has better performance and less file size (WIP)
Features
- Can save pretty much everything (Vector, Quaternion, Array, List, Class, Struct, etc)
- Can save assets references
- As easy to use as PlayerPrefs
- Fast in terms of performance. Even simple int saving way more faster than
PlayerPrefs.SetInt()
. Performance test at the end of README - Save files are encrypted
- Multiple profiles
How to Install
Git Installation (Best way to get latest version)
If you have Git on your computer, you can open Package Manager indside Unity, select "Add package from Git url...", and paste link https://github.com/IntoTheDev/Save-System-for-Unity.git
or
Open the manifest.json file of your Unity project.
Add "com.intothedev.savesystem": "https://github.com/IntoTheDev/Save-System-for-Unity.git"
Manual Installation (Version can be outdated)
Download latest package from the Release section. Import SaveSystem.unitypackage to your Unity Project
Usage
Saving
float health = 100f;
DataSerializer.Save("SaveKeyHere", health);
Loading
float health = DataSerializer.Load<float>("SaveKeyHere");
Check for key
if (DataSerializer.HasKey("SaveKeyHere"))
float health = DataSerializer.Load<float>("SaveKeyHere");
// OR
float health;
if (DataSerializer.TryLoad("SaveKeyHere", out float value))
health = value;
Delete key
DataSerializer.DeleteKey("SaveKeyHere");
Delete all save file data
DataSerializer.DeleteAll();
Change profile. Old profile will be saved and new one is loaded.
DataSerializer.ChangeProfile(profileIndex: 1);
Complex example
using System.Collections.Generic;
using ToolBox.Serialization;
using UnityEngine;
public class Player : MonoBehaviour
{
[SerializeField] private float _health = 0f;
[SerializeField] private List<Item> _inventory = new List<Item>();
private const string SAVE_KEY = "PlayerSaveData";
private void Awake()
{
DataSerializer.FileSaving += FileSaving;
if (DataSerializer.TryLoad<SaveData>(SAVE_KEY, out var loadedData))
{
_health = loadedData.Health;
transform.position = loadedData.Position;
_inventory = loadedData.Inventory;
}
}
// This method will be called before application quits
private void FileSaving()
{
DataSerializer.Save(SAVE_KEY, new SaveData(_health, transform.position, _inventory));
}
}
// If you want to make scriptable object or any other asset saveable then you need to add that asset to Assets Container.
// See guide below
[CreateAssetMenu]
public class Item : ScriptableObject
{
[SerializeField] private string _name = string.Empty;
[SerializeField] private int _cost = 100;
}
public struct SaveData
{
[SerializeField] private float _health;
[SerializeField] private Vector3 _position;
[SerializeField] private List<Item> _inventory;
public float Health => _health;
public Vector3 Position => _position;
public List<Item> Inventory => _inventory;
public SaveData(float health, Vector3 position, List<Item> inventory)
{
_health = health;
_position = position;
_inventory = inventory;
}
}
How to make asset saveable
- Open
Assets Container
window. Window/Assets Container. Window looks like this:
-
Select path where your assets stored. If you already have path field then press the
Select Path
button orAdd Path
if not. In my case path isAssets/ScriptableObjects/Items
. -
Press the
Load assets at paths
button. -
Repeat step 3 every time you create a new asset.
AOT platforms
AOT (IL2CPP) works without any additional work, but IF some types do NOT serialize, please follow the steps below.
You need to create a simple C# class that implements the ITypeProvider
interface. Then, you need to define the types that fail to save for some reason.
Although it should work without an ITypeProvider, for the sake of simplicity, I'll use the case above as an example.
using System;
using System.Collections.Generic;
using ToolBox.Serialization;
using UnityEngine;
public sealed class TestProvider : ITypeProvider
{
public Type[] GetTypes()
{
return new Type[]
{
typeof(SaveData),
typeof(Vector3),
typeof(List<Item>)
};
}
}
Performance test
PlayerPrefs result: 329 milliseconds
Code:
using Sirenix.OdinInspector;
using System.Diagnostics;
using UnityEngine;
public class Tester : MonoBehaviour
{
[SerializeField] private int _number = 0;
[Button]
private void Test()
{
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
for (int i = 0; i < 10000; i++)
{
PlayerPrefs.SetInt("SAVE", _number);
_number = PlayerPrefs.GetInt("SAVE");
}
stopwatch.Stop();
print(stopwatch.Elapsed.TotalMilliseconds);
}
}
DataSerializer result: 18 milliseconds
Code:
using Sirenix.OdinInspector;
using System.Diagnostics;
using ToolBox.Serialization;
using UnityEngine;
public class Tester : MonoBehaviour
{
[SerializeField] private int _number = 0;
[Button]
private void Test()
{
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
for (int i = 0; i < 10000; i++)
{
DataSerializer.Save("SAVE", _number);
_number = DataSerializer.Load<int>("SAVE");
}
stopwatch.Stop();
print(stopwatch.Elapsed.TotalMilliseconds);
}
}
License
DataSerializer folder is licensed under the MIT License, see LICENSE for more information.
OdinSerializer folder is licensed under the Apache-2.0 License, see LICENSE for more information. Odin Serializer belongs to Team Sirenix