![Save System](https://assetstorev1-prd-cdn.unity3d.com/key-image/bfdc1131-7b31-4e98-9307-6133412b4746.jpg)
This is a cross-platform save system, supports file save (available on iOS, Android, UWP, PC, Mac & Linux) and Steam Cloud (based on Steamworks.NET).
> All operations inside the system are performed asynchronously, which means that they can be used for automatic saving without blocking the main thread.
> Supports SaveDescription, you can set timestamp, title, detail description and icon (static/dynamic) for every save, then you can load and show these information on UI later.
> Contains a MultiSaveManager, you can use save queue, save slots or both of them at sametime. It has several UI modes to handle showing logic and resource managerment, All you need to do is show the results.
> You can define a traditional data class (built-in support for binary serialization, json serialization), or you can use the new SaveRegistry (also supports binary serialization and text serialization) no longer need to define the data class. Using this for existing data, such as system settings, is extremely convenient.
> You can choose different save systems for different contents. For example, you can save game data to Steam Cloud and save graphic settings to the local file system.
NOTE: To support PS4, XboxOne & Switch I have to own the middleware developing qualifications, it's easy to support them but it's hard to apply for the qualifications. At present, if you are developing games for these platforms you need extend the system by yourself (you can refer to FileSaveSystem & SteamSaveSystem).
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