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Unity Version | Built-in | URP | HDRP |
---|---|---|---|
6000.0.35f1 | Compatible | Compatible | Compatible |
Samples require Unity6 or Unity 2023.2 because of UIToolkit runtime bindings.
They also have a dependency on Entities.Graphics and Unity.Physics.
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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