Save complex DOTS worlds without building a save framework. Define what gets saved in the UI, catch problems before they ship, and keep player saves working as your game evolves.Samples require Unity6 or Unity 2023.2 because of UIToolkit runtime bindings.They also have a dependency on Entities.Graphics and Unity.Physics.A save system is easy. Until your data changes.Components are restructured. Prefabs get replaced. SubScenes evolve. Runtime entities are created and destroyed. At that point, saving bytes is no longer the difficult part.Saving System for DOTS provides Unity Entities projects with a complete workflow for persisting and migrating world state without designing and maintaining a custom save framework.🌍 Restore the world the player left behindPersist global and SubScene entity data, runtime-instantiated prefabs, destroyed SubScene entities, dynamic buffers, enabled states, and components added at runtime.🔄 Keep saves working as your project evolvesCreate versioned Save Formats and visually migrate fields when component layouts change. Prefab migration transfers saved state when prefabs are replaced or restructured.⚙️ Define. Generate. Save.Select the types and fields you want to persist through an UI-driven workflow. The source generator creates the required serialization and deserialization code, while binary storage and LZ4 compression keep save files compact.🔍 Inspect saves instead of guessingUse the included SaveGame Viewer to inspect saved SubScenes, entities, components, buffers, enabled states, and values directly in the Unity Editor.🧩 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 the game. Not another persistence framework.📖 Documentation💬 Discord✉️ Email support




