Crash-safe save & load system for Unity — multi-slot profiles, save history, versioning & migration, JSON/binary, async I/O, no-code component💬 Join the AnkleBreaker Community! 💬Got a question, feedback, or a feature you'd love to see? Join our Discord — we actively improve our assets based on your input, and it's where we drop our latest announcements and run giveaways.👥 Discord: 👉 discord.gg/AnkleBreaker🌐 Website: 👉 anklebreaker-studio.com💾 A Save System That Never Loses ProgressRolling your own save system is where shipped games lose player progress: half-written files after a crash, saves that stop loading after an update, and I/O that freezes the frame.Engraver is a production-grade, network-agnostic persistence layer that solves all three — atomic crash-safe writes with recovery, first-class versioning & migration so old saves keep loading, and fully async background I/O that never stalls the frame.🔒 Crash-Safety Done Right 🔒Every save is an atomic write (temp then rename) with multi-slot redundancy, CRC-checked commit markers and automatic recovery that quarantines corrupt files and cascades to the latest intact copy. Timestamped and whole-session backups mean a bad update can always be rolled back.🧩 Core Building Blocks 🧩GameObject Save Controller — a zero-code component: tick what to remember (transform, physics, active/tag/layer) and it just saves.Persistence Managers — a clean, no-singleton pattern (CaptureItem / ApplyItem) for full control over collections, spawning and reconciliation at load.Save Configuration & Save Monitor windows — author streams and keys, then watch every saved object live in Play Mode.Profiles & Records — multi-slot profiles with Skyrim-style save history, previews and thumbnails.🚀 Why Engraver? 🚀Never Freezes The Frame — fully async background I/O, and a ~530k-object benchmark scene that proves it on your own hardware with a per-frame hitch report.Versioning & Migration — data-owned versions with a strict no-bump-on-failure rule, so old saves keep loading across game updates.JSON or Binary — Newtonsoft JSON by default plus a dependency-free binary format, auto-detected at read time, with optional reflection-free binary code generation.Scales To Open Worlds — chunked scene streaming and incremental save so cost scales with what changed, not world size.DOTS / ECS Persistence — entity saving through the same contract with a Burst fast-path (about 18x faster capture on 100k entities).Zero-Code To Deep-Code — tick-a-box for the common case, up to full manager-driven control, all in the same on-disk format.Optional FishNet Multiplayer — a decoupled add-on layers server-authoritative saving and reconnection on top, with the client fully inert.Secure & Hardened — path barriers, bounded binary deserialization, and a very large corruption/hardening test suite.🛠️ We also offer other quality & productivity tools for Minimaps, Cinematic Cameras, Manager Initialization, Radial Menus, and more.Unity Version: Unity 6.0 (6000.0) and newerRender Pipelines: Pipeline-agnostic (save-preview thumbnails use async GPU readback; no pipeline-specific code)Scripting Backend: Mono / IL2CPPPlatforms: All platforms supported by UnityRequired Dependencies: Newtonsoft JSON, Unity Entities, Burst and AnkleBreaker Core. A Dependencies Installer window installs them in one click.Optional Dependencies: FishNet 4 + AnkleBreaker FishNet Core, AnkleBreaker ManagersLoader (auto-detected)Namespaces: AnkleBreaker.Engraver (+ .Editor, .Entities, .Fishnet, .UI)Serialization: JSON (Newtonsoft, default) + dependency-free binary, format auto-detected at read; optional binary code generationVersioning: Data-owned versioning & migration with strict no-bump-on-failureRobustness: Atomic writes, multi-slot redundancy, corruption quarantine, CRC crash recovery, timestamped + session backupsI/O: Fully async (Unity 6 Awaitable), configurable synchronous mode, frame-amortized restoreScaling: Chunked scene streaming + incremental save (cost scales with change, not world size); DOTS/ECS persistence with a Burst fast-pathSave Model: Multi-slot profiles, Skyrim-style save records/history, preview thumbnails, play-time trackingEditor Windows: Minimal Setup, Save Configuration (5 tabs), Save Monitor, Documentation (6 tabs), Welcome, Examples, Dependencies InstallerNetworking: None in core (network-agnostic); optional FishNet add-on for server-authoritative savingSamples: Runtime UI, Persistence demo, ECS/Entities, ~530k-object Save/Load Benchmark, FishNet demoUnit Tests: ~130 test files (corruption, recovery, migration, streaming, ECS stress)Source Code: Full C# source includedDocumentation: In-editor Documentation window (6 tabs, guided tour) + reference





