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Saving system for DOTS enables you to easily save and load all your unmanaged data with an UI driven workflow.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
6000.0.35f1
Compatible
Compatible
Compatible
Additional compatibility information

Samples require Unity6 or Unity 2023.2 because of UIToolkit runtime bindings.

They also have a dependency on Entities.Graphics and Unity.Physics.

Description

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.


🎉 New in 1.4.0

Components that were not present on a prefab and added during runtime are now supported. Also UnsafeHashMaps can be saved and loaded now.


🎉 New in 1.3.0

SharedComponentData can be saved now!


Features

✔️ Create save formats in the editor UI

✔️ Save and load unmanaged 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

✔️ Works for mobile IOS/Android


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 or ISharedComponentData
  • Entity buffers with IBufferElementData
  • Component enabled states with IEnableableComponentData
  • Arbitrary primitive struct data
  • Nested support for UnsafeList<T>*
  • UnsafeHashMap<TKey, TValue>*
  • Custom serializer/deserializer for more complex tasks
  • Components that were added during runtime and not present in a prefab

☎️ 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.

Saving System for DOTS

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This asset is covered by the Unity Asset Store Refund Policy. Please see section 2.9.3 of the EULA for details.
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License type
File size
6.2 MB
Latest version
1.4.1
Latest release date
Feb 13, 2025
Original Unity version
6000.0.35 or higher
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Over 11,000 five-star assets
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