Saving System for DOTS OFFICIAL SALE

Saving system for DOTS enables you to easily save and load all your unmanaged data with an UI driven workflow.


How?

Create a scriptable object Save Format and add the types you want to save in a handcrafted UI and let the source code generator do the heavy lifting for optimized serialize and deserialization code.

Then mark subscene entities or prefabs with a Savable Authoring component and you are done. Saved data will be efficiently laid out in a binary format and compressed with LZ4.


Features

✔️ Create save formats in the editor UI

✔️ Save and load data defined in save formats

✔️ Automatically keep track of subscenes

✔️ Ignore fields in structs

✔️ Create migration plans with an intuitive node based approach when the save format has changed

✔️ Prefab migration when prefabs have changed

✔️ Included Savegame viewer for easy debugging

✔️ Full Source code included


Links: Documentation | Discord | E-Mail


Automatically keep track of subscenes

  • Automatically load previously open subscenes
  • Instantiated prefabs (from spawners, etc...)
  • Destroyed objects (trees, iron nodes, etc...)

Save and load data defined in save formats

  • global (non-subscene) and subscene entity data
  • Entity struct data with IComponentData
  • Entity buffers with IBufferElementData
  • Component enabled states with IEnableableComponentData
  • Arbitrary primitive struct data
  • Nested support for UnsafeList<T>
  • Custom serializer/deserializer for more complex tasks

☎️ Support

If you have any questions please write me an email (support[at]enzenebner.com) or contact me in Discord. Please be patient, replies may take some time depending on my workload. Please include your Asset Invoice Number in your request.

Thank you.


🔑 License Info

This asset requires one license per seat (user who has access to the asset files). If you are a team then please consider buying one seat per Unity user.

Why am I telling you this?

Because most people do not know. In fact any asset found under the Tools category automatically falls under a license type that Unity calls Extension Assets (see official license explanation) which differs from the standard (Entity) license.