Over 11,000 five-star assets
Rated by 85,000+ customers
Supported by 100,000+ forum members
Every asset moderated by Unity
Showing 1 - 10 of 97
User Reviews
Sort by
r
I know this is an overused statement, but this is truly one of the best assets.
2 years ago
rickybeechingdevon version 2.4.0
This is basically PlayerPrefs, except it isn't. It works exactly as PlayerPrefs would, which is super duper convenient. I created a save system to test out using playerprefs, and swapping it over to this system was an absolute breeze. If you're familiar with how playerprefs works, you'll have no problem understanding how this asset works.
TLDR; 10/10 - saved me a LOT of time. Basically enhanced PlayerPrefs.
Was this review helpful?
0
0
Everything is simple and fast, however, I ran into a problem that saving did not work in the webgl assembly, I found one comment that helped solve the problem. But to make it easier for everyone, just replace the SaveGame.cs script with this one, which I edited for the asset to work in webgl - https://pastebin.com/SmTgAjT5
Was this review helpful?
6
0
f
Really good!
3 years ago
fizzyfrostyon previous version 2.3.9
This is quite amazing, and very easy to use. I am using it for my project to be released on iOS and Android, and it works for both. If you want to use for WebGL, read further down below.
I am able to save ScriptableObject instances as-is into a save file to the Application.PersistentDataPath, and the entire data architecture is preserved!
Some caveats:
- This does not support async saving/loading. You have to buy SaveGamePro for that. (However, be warned that SaveGamePro will not let you save ScriptableObjects, because Unity components are not thread-safe anyway.)
- For some reason, saving/loading using the PersisentDataPath in WebGL is disabled in the source code. I have no idea why. I checked online, and there is nothing about PersistentDataPath not being supported in WebGL in Unity. So what I did was in SaveGame.cs I simply edited the UNITY_WEBGL flags and removed them, and also deleted the line of code in IOSupported() function for rejecting WebGL. Then voila, my WebGL build magically was able to save persistent data, just like my mobile builds.
Overall, I am extremely satisfied with this. This is something I'd pay money for. I would've given this 4 stars for the WebGL not being supported out of the box, but it has just worked so well everywhere else that I'll keep the 5-star rating.
Was this review helpful?
4
0
T
Effective and easy to use!
3 years ago
TabArtworkon version 2.4.0
Works great! Really easy to use with just a few lines of code.
Is also able to save custom classes, which is wonderful.
Don't expect to be able to use it if you're not decent with code though. It basically just stores data and allows you to retrieve it later, so you do need to know what data needs to be stored and how to recreate a saved game from that data.
Was this review helpful?
1
0
b
Easy
3 years ago
basilwort5on version 2.4.0
Easy to use. Even between scenes.
Was this review helpful?
0
0
Every time I save, and start again by loading the game, everything returns to the place where I haven't saved it. I'm using FPSController from standard assets.
And some files can't be added to object because the class name is abstract.
Was this review helpful?
0
0
Quality assets
Over 11,000 five-star assets
Trusted
Rated by 85,000+ customers
Community support
Supported by 100,000+ forum members
Language
Feedback
Partners Program
PartnersCopyright © 2026 Unity Technologies
All prices are exclusive of tax