Design your data. Connect your game.
Build weapon databases, organize character stats, save player progress or bring online data into your game. DataCraft brings visual game-data authoring, local JSON saves and typed JSON API workflows together inside the Unity Editor.
Start with templates and sample data, then use the runtime APIs and generated C# as your project grows. A shared workspace keeps the tools close at hand, with validation and previews to help you review changes before applying them.
Create reusable game data
Use JSON Designer to define a template once and create the items, enemies, settings or other records your game needs. Work with String, Integer, Float, Boolean, Enum, ordered lists and references between templates.
When your data is ready, export a read-only Project Data catalog and access it from game code through stable IDs and generated C# identifiers. Editor drafts remain separate from the catalog used by your game.
- Create a template from a JSON or CSV file, with a proposed schema to review.
- Import and export instance data, or move templates and their related data between projects using portable libraries.
- Reuse saved mappings and preview keyed updates before changing existing records.
- Review schema migrations and check Project Data readiness before building.
Save progress as local JSON
Use the runtime Save/Load API to store player progress and other Unity-serializable data in local JSON files. Inspect saves in the Editor, review changes and retain an original backup when editing files.
Player saves, authoring drafts and generated game-data catalogs have separate workflows, so you can work with each deliberately.
Turn JSON API responses into typed C#
Configure a reusable endpoint asset, test a request explicitly or paste example JSON offline. Preview typed DTOs, a runtime client and an optional gameplay component before generating code for your project.
The runtime HTTP client supports cancellation, timeouts and response-size limits. Generated code is a starting point to review against your provider's complete schema; external services retain their own terms and usage limits.
Learn with three optional examples
Explore complete workflows with sample source and guides. The examples start with labelled offline or synthetic data and install only when you request them.
- Emberfall — equipment data, template relationships and playable save/load checkpoints.
- Stratus — weather JSON driving a miniature observatory.
- Helio — sunrise and sunset JSON driving a lighthouse lighting scene.
AI-assisted integration in your project
Install optional project-local instructions for Codex or Claude Code directly from Settings. Six focused guides and three C# examples help your assistant work with DataCraft's real APIs, authoring workflows, saves, catalogs and HTTP JSON, including setup and troubleshooting. The installer preserves existing project rules and locally edited skills.
This is a bundled integration skill, not a hosted AI service. Your assistant is installed and licensed separately. DataCraft does not automatically send your project data to an AI provider.
Included
- DataCraft 1.1.0 with C# source code.
- A responsive Unity Editor workspace and searchable offline Help.
- Visual templates, instance validation, JSON/CSV tools and portable libraries.
- Project Data catalogs, generated C# IDs and build preflight checks.
- Local JSON Save/Load, file inspection and reviewed file operations.
- JSON endpoint assets, typed HTTP runtime and code-generation previews.
- Three optional examples, documentation and third-party notices.
Requirements and compatibility
Package Manager resolves Newtonsoft JSON 3.2.2 and UnityWebRequest; initial dependency downloads may require internet access. Unity JSON Serialization is also declared as a package dependency. The core tool does not require a specific render pipeline.
Emberfall additionally requires URP, Unity UI and Input System. Stratus and Helio use UI Toolkit.
Windows Editor and runtime checks, Android ARM64 device checks and WebGL browser checks are recorded for the release runtime. Linux and macOS builds and iOS exports have been checked, but native execution on those platforms remains unverified. These checks do not certify every device or optional sample.
WebGL persistent saves require config.autoSyncPersistentDataPath = true in your Web template. External WebGL API requests require provider CORS support. Preserve reflection-accessed members of custom DTOs when using managed code stripping.
Local saves use plain JSON; encryption and cloud synchronization are not included.
Support
Questions or an issue? Contact amedina.amg.dev@gmail.com. Include your Unity version, DataCraft version and steps to reproduce the problem. Please remove API keys and private project data from reports.







