
Fast Save - Scalable Save Data & Network Save & Fast Serializer System
chen_lun_fu
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FastSave: save/load + cloud sync for scenes, objects and prefabs. Editor-time code-gen (IL2CPP/AOT friendly), snapshots, visual tools, HTTP/PlayFab/UGS providers. Integrate in minutes.FastSave is a production‑ready save and cloud‑sync solution covering scene/object/prefab persistence, editor tooling, and complete samples. With editor‑time adapter generation and auto‑registration, it cuts heavy reflection and works reliably on IL2CPP/AOT platforms. Built‑in HTTP/PlayFab/UGS providers and a local server emulator help you ship cross‑device cloud saves fast.HighlightsScene/Object/Prefab saving (SaveableObject, SaveableSceneData, SaveablePrefabInfo)High‑performance serialization via code‑gen (minimal reflection/GC at runtime)Cloud sync providers: HTTP / PlayFab / UGS (extensible interfaces)Visual tooling and validation (Prefab info drawer, component validator)Snapshots and restore (SaveSnapshot)Complete samples: Basic usage, Cloud sync, SerializationWhy FastSaveMinimal boilerplate: mark → generate → SaveSystem APIIL2CPP/AOT‑friendly: pre‑generated adapters, no runtime emit requiredExtensible by design: storage interfaces and adapter registryQuick start (3–5 minutes)Import, create FastSaveSettingAdd SaveableObject to targets (Prefab/runtime)Tools/FastSave → Generate AdaptersRun Samples/BasicUsage to save/loadPick HTTP/PlayFab/UGS provider and add credentialsIncludesFull source (Runtime + Editor)HTTP/PlayFab/UGS providers and abstractionsAdapterGenerator, adapter registries, scene data managerSamples and a local server emulator (for HTTP testing)RequirementsUnity 2021.3 LTS or newer (adjust to your tested baseline)Works with Mono/IL2CPP. For AOT/IL2CPP targets use editor‑generated adapters (no runtime emit)DependenciesLocal/file storage: nonePlayFab provider: requires official PlayFab SDKUGS provider: requires Unity Gaming Services Cloud Save (via Package Manager)HTTP provider: requires reachable backend (local server emulator included)Structure & key scriptsRuntime/Serialization: SaveSystem, SaveableObject, SceneData, Adapter RegistryRuntime/Persistence: FastSaveFile, SaveSnapshot, storage providersEditor/AdapterGenerator: type scan, member collect, code‑gen and registrationEditor/PrefabInfoDrawer, Validation toolsSamples: BasicUsage / CloudSync / SerializationIntegrationCreate a FastSaveSetting and reference it in Project SettingsTools/FastSave → Generate AdaptersUse SaveSystem.SaveAsync / LoadAsyncPlatforms & notesMobile/Consoles/IL2CPP: prefer pre‑generated adapters, avoid runtime reflection/emitInitialize and authenticate 3rd‑party SDKs (PlayFab/UGS) before using cloud providersIncludedFull source, sample scenes/scripts, HTTP server emulator, asmdef split (Editor/Runtime)SupportDocs: in‑package README and SamplesTech support: add your email/DiscordThe generation of titles and editor demonstrations requires AI, and finally the written code is sent to AI for standardization and annotation