Ballai Save System provides a tested, modular way to save player and world state, with slots, autosave, metadata, backup recovery, validation, and clean APIs for customization.Render pipeline independent. The runtime contains no pipeline-specific shaders or rendering dependencies.Ballai Save System is a modular and extensible persistence framework for Unity. It provides multiple save slots, manual saving and loading, autosaving, metadata, persistent object IDs, backup recovery, schema versioning, and optional data protection through a clean C# API.Game objects participate in saving through the lightweight ISaveable interface or the typed SaveableBehaviour base class. This makes it easy to persist player statistics, inventory, collectibles, interactables, enemies, quests, checkpoints, and other project-specific state without modifying the package source.The framework is genre-independent and suitable for platformers, RPGs, adventure games, metroidvanias, simulations, and other single-player projects. Slot count, storage directory, file extension, autosave behaviour, protection mode, and schema version can be configured through a ScriptableObject settings asset and the Unity Inspector.A complete interactive demo demonstrates player position, health, coins, inventory, collectibles, a chest, lever, door, hazard, autosaving, and three independent save slots. Runtime, Editor, sample, integration, and test code are separated into dedicated assemblies for easier maintenance and integration.Optional protection modes include HMAC-SHA256 integrity checking and AES-CBC + HMAC-SHA256 encryption with PBKDF2-SHA256 key derivation. These features are designed to discourage casual save-file editing and detect tampering or corruption. As with any client-side protection, they should not be treated as authoritative anti-cheat or server-side security.Key FeaturesManual saving and loadingMultiple independent save slotsAutosaving with configurable debounce timingSave metadata, timestamps, playtime, and current scene trackingPersistent player and world-object statePersistent collectibles, chests, doors, levers, and inventory examplesStable persistent IDs with Editor validationDuplicate ID detection that prevents unsafe savesAutomatic restoration of objects registered after loadingBackup recovery for missing or corrupted primary save filesConfigurable save-file extension and storage directoryOptional encryption and integrity protectionSave schema and component data versioningMigration support for future save formatsPublic events for save, load, delete, slot, and autosave operationsModular interfaces for custom storage, serialization, and protectionThree-slot interactive demoEducational sample scripts and integration documentationAutomated EditMode and PlayMode test coverageDetailsTested Unity version: Unity 6000.3.13f1Language: C#Full source code includedRuntime namespace: Ballai.SaveSystemRender pipeline independent; no rendering-specific runtime dependencyMultiple independent save slotsUnity JSON serializationFile-based storage using Application.persistentDataPathConfigurable file name, extension, directory, slot count, and schema versionTemporary-file writes with optional backup recoveryOptional plaintext, HMAC-SHA256, or AES-CBC + HMAC-SHA256 protectionPBKDF2-SHA256 key derivationSave schema migration APIPersistent scene-object IDs with duplicate validationReplaceable serializer, storage, and data-protection interfacesEditMode and PlayMode automated tests includedDomain Reload disabled Play Mode supported and testedDemo scene and formatted in-Editor tutorial includedNo paid or third-party runtime dependenciesOptional demo dependenciesUnity Input SystemUnity UIUnity Physics 2DUnity Image ConversionUnity Test Framework is required only for running the included automated tests.OpenAI Codex was used as an AI-assisted development tool for parts of the implementation, refactoring, documentation, and test creation.The package architecture, requirements, public API direction, integrations, and commercial scope were defined and supervised by the publisher. AI-assisted changes were reviewed, debugged, and validated in Unity.The final package was verified through automated EditMode and PlayMode tests, clean-project imports, standalone builds, and repeated save/load scenarios.AI was used to accelerate development and review while all final technical decisions and validation remained under publisher supervision.




