Save and load anything with one line of code, or none at all with Auto Save. Save slots, cloud saves, encryption, backups and a Save Browser included.Save anything. In one line.That's it. No setup.Or just tick a box: Auto SaveAdd the Auto Save component, tick what to keep, doneSaves automatically when the game quits, pauses, or changes sceneSaves everything your game hasYour own classes, structs, lists and dictionariesVector3, Color, Quaternion and other Unity typesGameObjects, prefabs and ScriptableObjectsSave slots for any UINames, dates, play time and thumbnails built inWorks with your own save screen, or drop in the ready-made menuA "Continue" button takes two lines of codeCloud saves that work offlinePlay on the phone, continue on the PCNo connection? Keep playing, it syncs laterUnity Cloud Save, your own server, or any service you likeYour players' progress is safeCrash-safe writes: a power cut mid-save never loses progressAES-256 encryption with tamper detectionAutomatic backups and recovery of damaged filesShip updates without breaking savesVersioning and migrations upgrade old saves as they loadRenamed a field? Unity's [FormerlySerializedAs] still worksSee inside every saveThe Save Browser shows your saves as a table: keys, types, valuesEdit values live, back up, restore and export to JSONBuilt for developersError messages that help: "Did you mean 'coins'?"Visual Scripting nodes for designersWorks with IL2CPP, code stripping and fast Enter Play ModeFull C# source code and a detailed manualUniamp: Save & Load Made Simple.Features• Save and load any value in one line: primitives, strings, enums, dates, collections, your own classes and structs (with or without [Serializable]), Vector3, Color, Quaternion and other Unity types• GameObjects, components, prefabs and ScriptableObjects, saved as references so they load back as the same objects• Auto Save: save scenes without code, including objects spawned at runtime and objects destroyed during play• Save slots with names, play time, custom info and thumbnails, plus a ready-made save and load menu• Cloud saves: offline-first syncing with conflict handling, using Unity Cloud Save, your own server over HTTP, or any service through a small interface• AES-256 encryption with tamper detection, gzip compression, JSON or binary format• Crash-safe writing, automatic backups and recovery of damaged files• Versioning and migrations, so old saves keep loading after updates• Saved fields, batches, async saving and loading• Images, audio (WAV) and CSV spreadsheets• File, PlayerPrefs, memory or custom storage• Save Browser: view and edit save files as a table, with backups and JSON export• Visual Scripting nodes• Clear error messages that point to the problem• Works with IL2CPP, code stripping and Enter Play Mode without domain reload• Full C# source code, XML documentation on every public memberSupported OSWindows, macOS, Linux, Android, iOS and WebGL. Other platforms, such as consoles, through a custom storage provider.RequirementsUnity 6.0 or newer. No third-party dependencies. Visual Scripting nodes need the Visual Scripting package; the Unity Cloud Save backend needs Cloud Save 3.4 or newer.AI tools were used in two parts of this asset’s development:Code assistance. AI was used as a development assistant to review the save system’s code and suggest improvements to performance and reliability. Every suggested change was reviewed, tested and integrated by the publisher.Documentation. AI was used to help organize, structure and draft the manual and code examples. The publisher reviewed, edited and checked all documentation for accuracy against the final code.No AI-generated art, 3D models, textures, audio or other creative content is included in this asset. The core design and architecture of the save system are the publisher’s original work.




