
Component-based Unity save system with Unity cloud sync, object persistent manager; saves pool objects & runtime prefabs, offers version-safe state saves, save migration & network sync(t. b. r. v2.0).Requires Unity 6 LTS or higherPlanned price stepsCurrent build: v 1.5.1a• Regular price: US $ 59• Launch promo: 50 % off – US $ 29.50 (runs for the first 14 days after publication)• When v 1.8 ships (Cloud-Save mirror + conflict diff-viewer) the standard price will rise to US $ 69• When v 2.0 ships (Networking adapters, late-join snapshots, cheat-guard) the standard price will rise to US $ 79📅 Feature timeline🚀 1.6 Live Conflict Resolver + Diff-viewer overlay🚀 1.7 Core ISyncTransport, SyncManager scaffolding🚀 1.8 Alpha adapters – Fish-Net, Fusion, ObjectNet (single-scene demos)🚀 1.9 Late-join snapshot (important for Co-op games) + LZ4 toggle🚀 2.0 Finalised API, NGO adapter, cheat-guard (HMAC + replay-frame IDs)🔰 Remember Me — Zero-Code (for Save & Load) Save System for UnityRemember Me is a component-based, fully no-code (for Save and Load) save framework that drops into any Unity project—2D, 3D, VR, mobile or desktop—and instantly records scenes, prefabs, runtime objects, player settings and custom components. Other features are an Object Persistent Manager and User Settings Manager.How To Video: First steps Tutorial😌 How easy?👉 Add Remember Prefab to your runtime prefab. Done!💾 Saving & loading now restore that prefab automatically.Its modular design lets you pick exactly what to persist, from a single inventory bag to a whole open world—no boiler-plate.Integrations for Game Creator 2 (all modules), Love/Hate, State Machine, Factions etc. are sold seperately🧩 Core Feature Set☁️ Cloud + Local in one API — flip one toggle to move all slots to Unity Cloud Save with local mirroring; helper methods handle sign-in for Unity, Steam, Google, Apple, Facebook or anonymous players.💡 Why it matters: Ship single-player today, add cloud tomorrow—no refactor. Offline? Local mirror still works.🔄 Version-safe Save Migration — every save blob carries your game’s semantic version; the built-in Migration Manager upgrades older data on the fly.💡 Why it matters: Players keep 40-hour RPG progress after patches, protecting your Steam rating.🎯 Targeted Restore — load just one GameObject (vendor UI, boss arena, player bag) without reloading the scene.💡 Why it matters: Instant respawns, checkpoint pickups, mid-match loadouts—zero hitching.🎲 Pooled & Runtime Prefab Support — objects spawned from a Remember Me pool or via the custom instantiate method get fresh GUIDs, auto-register, and soft-unregister on despawn. Perfect for bullet-hell shooters, heavy VFX, endless runners.💡 Why it matters: Save bullet-hells and VFX storms safely, stutter-free.📌 Persistent Manager — one call marks objects DontDestroyOnLoad; duplicate detection stops clone spam across scenes.💡 Why it matters: Clean cross-scene persistence without singleton clutter.🚦 Event-rich API — hooks for slot updates, per-object restore, load progress, failures, screenshots and more.💡 Why it matters: Tie saves to UI, analytics or custom logic in minutes—no reflection polling.⚡ MemoryPack Serializer — ultra-fast, zero-GC binary format smaller and quicker than JSON/BinaryFormatter; used for prefab mods, snapshots and custom blobs.💡 Why it matters: Tiny payloads, lightning load times—even on mobile.🧱 Prefab & Component Diffs — stores only changes (added components, mesh/material swaps, particle timelines, child active states), keeping files tiny even for dynamic characters.💡 Why it matters: Huge open-world saves stay megabyte-small.🗂️ Scene-object registry + destroyed-object tracking — resurrect or ignore objects removed mid-play; perfect for breakables, pick-ups, enemy corpses, roguelikes, construction sims.💡 Why it matters: Large open worlds get instant respawns and checkpoints with minimal hitching.🖼️ Screenshot & metadata mirroring — auto-thumbnails and optional local mirror even with Cloud Save.💡 Why it matters: No internet? You can still load your saves.🛡️ Non-Destructive Save Migration💡 Why it matters: Field re-orders or new systems often break naïve formats. Remember Me auto-patches or calls your converter so players keep progress and you dodge “update wiped my save” reviews on STEAM.🛠️ Optional User Settings (JSON-backed)Drop the UserSettingsManager into your bootstrap scene if you want a single JSON to persist resolution, FPS cap, HDRP/URP post-processing toggles, audio mixer volumes and localisation codes.• One call saves or loads player options; a second call pushes them live.• Works offline and syncs seamlessly when you enable Cloud Save.• Totally optional—skip it if you already have a custom options pipeline.➡️ Integrations (Sold separately):Game Creator 2 (all modules) by CatsoftFactions by NinjutsuStateMachine by NinjutsuLove/Hate by PixelCrushersmore coming🎮 Genre-specific wins• Open-world / RPG: Reload a single quest NPC or dungeon while the map stays live—loads slash in seconds.• Roguelike / Survival: Destroy-tracking + prefab pools capture procedural loot and bases, then migrate safely when generation rules change.• Shooter / Bullet-hell: Pool-aware GUIDs save active projectiles & VFX with zero stutter; soft-unregister cleans pools between waves.• Live-service / MMO-lite: Cloud Save mirrors slots; Migration Manager keeps seasons compatible; MemoryPack stays under quotas.• Narrative / VN: Per-object restore reloads only dialogue state—instant skip-ahead & auto-saves.🌟 What makes it special• No reflection-heavy polling—components push their state, leaving CPU for gameplay.• Inspector-first UX—one Remember Component collapses many specialised components into a tidy drawer.• Deterministic prefab IDs—consistent in editor, build and cloud for safe cross-platform transfers.• Full source, no DLL lock-in—customise, extend, ship.• Non-destructive save migration—progress survives every patch.🚀 Drop Remember Me into your project, tick the boxes you need, and your players’ progress is protected today and after every update.Dependencies• MemoryPack 1.21.4 (MIT) – downloaded from nuget.org on user consentMemoryPack’s NuGet package contains pre-compiled Microsoft BCL helpers:• System.Collections.Immutable © Microsoft Corporation – MIT Licence: https://licenses.nuget.org/MIT• System.Runtime.CompilerServices.Unsafe © Microsoft Corporation – MIT Licence: https://licenses.nuget.org/MIT• Unity Editor Coroutines 1.x – added via Package Manager on user consentBoth packages are installed automatically or can be added manually.Component-Based WorkflowDrag-and-drop Remember Prefab components or use a single Remember Component to manage many at once—no boiler-plate.Zero-GC SerializationPowered by MemoryPack for lightning-fast, version-tolerant binary saves that stay tiny and allocation-free.Cloud + Local in One APIOne toggle moves all slots to Unity Cloud Save; helper methods handle Unity ID, Steam, Google Play, Apple, Facebook or anonymous sign-in.Version-Safe Save MigrationBuilt-in Migration Manager upgrades old save files automatically after patches—no progress loss, no angry Steam reviews.• RestoreSingleGameObject() reloads any still-existing object without reloading the scene.• RestoreDestroyedGameObject() re-instantiates objects that were saved as destroyed—perfect for breakables or pickups.Targeted Restore & Destroyed-Object RestoreVersion-Safe Save MigrationSaveablePrefabFactory.Instantiate() spawns + registers runtime prefabs in one line.Runtime & Pooled Prefab SupportSaveablePrefabPool auto-manages GUIDs for pooled assets.Persistent ManagerOne call marks objects DontDestroyOnLoad while duplicate detection keeps your singletons clean.User Settings SaverSaves resolution, DLSS/FSR toggles, FPS cap, audio mixer levels, locale, quality presets, etc., to a separate UserSettingsData file.Thumbnail & Metadata SlotsAutomatic screenshots and JSON info for slick load menus; optional local mirror when cloud is enabled.Event-Rich APIC# events & UnityEvents for slot changes, progress, per-object restore, failures, screenshots, and more.Editor Tooling• Prefab Registry with “🧹 Clean Duplicates”• Batch Migration Actions (meshes, GC2 characters, lights, etc.)• One-click default settings installer & duplicate-resource scanner• Save-Slot Manager window (live status, cancel, timeout guard)Deterministic Prefab IDsConsistent across Editor, build and cloud for safe cross-platform transfers.Full Source, No DLL Lock-InClean C# code, extensively commented—extend or strip at will.Pipeline & Platform AgnosticWorks in Built-in, URP, HDRP; tested on Windows, macOS, Linux, iOS, Android, WebGL, and consoles that support Unity Services.Minimum RequirementsUnity 6 or newer.(Optional expansion modules add deep integrations for Game Creator 2 systems, but the core package is 100 % standalone.)