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
Save and load data defined in save formats
☎️ 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.