Give your DOTS world a memory. Save and restore world state, visually migrate saves as your game evolves, and inspect your data. All in one UI-driven toolkit for Unity Entities.Samples require Unity6 or Unity 2023.2 because of UIToolkit runtime bindings.They also have a dependency on Entities.Graphics and Unity.Physics.Give your DOTS world a memory.The settlements your players build. The items they collect. The changes they make along the way. Give them a world to come back to and give yourself the tools to carry their progress forward as your game evolves.Saving System for DOTS brings world persistence, visual save migration, and save inspection together in a toolkit for Unity Entities. A UI-driven workflow helps you define what to save, generated code handles serialization, and dedicated editor tools let you see what’s happening with your data.Less time building and maintaining a save framework. More time bringing your game to life.⚙️ Choose what matters. Generate the code.Select the types and fields you want to persist through the editor UI. The source generator creates the required serialization and deserialization code for you, while binary storage and LZ4 compression keep save files compact.🌍 Remember the world your players leave behindKeep the changes that make each player’s world their own. Persist global and SubScene entity data, runtime-instantiated prefabs, and destroyed SubScene entities. With support for dynamic buffers, enabled states, and components added at runtime.🔄 Keep creating - with room for your data to changeYour first component layout doesn’t have to be your last. Create versioned Save Formats and visually migrate fields when your data structures change.Replacing or restructuring prefabs? Prefab migration helps transfer their saved state, giving you tools to bring existing saves along as you develop and update your game.🔍 Open a save. See what’s inside.Wondering whether a value was saved correctly or why something loaded differently than expected?The included SaveGame Viewer lets you inspect saved SubScenes, entities, components, buffers, enabled states, and values directly in the Unity Editor. Check what was actually saved and investigate problems with your data in view.🧩 From persistent worlds to individual entitiesWork with global and SubScene persistence, save and load individual entities, and integrate saving into Netcode for Entities workflows.Built for real DOTS projectsPersistent worlds and SubScenesRuntime-spawned and destroyed entitiesProjects whose component layouts change during developmentSave compatibility across game updatesNetcode for Entities workflowsSaving and loading individual entities🎮 Used in Life Below by Megapop.📦 Full source code is included.🚀 Build a world your players can come back to.📖 Documentation💬 Discord✉️ Email support




