In development Coming to the Asset Store

All In One Save Kit

Save your players' progress, the objects in your world and your game's settings, and bring them back. Make objects remember their state in five minutes, without code, with saves that recover by themselves from a crash or a damaged file.

  • Unity 2022.3+
  • Built-in, URP & HDRP
  • No code needed
  • Full C# source
The kit's Load Game menu: an autosave, two slots with pictures, dates and playtime, and a save marked Damaged
The finished load menu in the World demo: autosave, slots, and a damaged save the kit caught.

How it works

A working save in three steps

  1. Check the setup

    The Start window checks what a first save needs and fixes each item with one click.

  2. Pick what remembers

    Add a Saveable to a door, a chest or a pickup and tick what it keeps: position, on or off, destroyed, physics, or any field of your scripts.

  3. Press Play

    F5 saves, F9 loads. A note in the Game view says what was saved, what came back and, if anything was skipped, why.

Features

Saving that works on day one and keeps working after release

World objects, no code

Saveable component
  • Tick what to keep: position, active state, destroyed state, physics and any serialized field.
  • Spawned objects come back: objects created during play are re-created on load, with pool support.
  • Links survive: references between saved objects and to registered assets are restored.
  • Several scenes, additive scenes and objects that persist between scenes.

Values from scripts

  • SaveKit.Data.Set("gold", gold)
  • SaveKit.Data.Get("gold", 0)
  • Numbers, text, vectors, colours, lists, dictionaries and your own classes
  • Blocking, async or callback calls

Saves that survive

  • Each save is written to a temporary file, checked, then swapped in
  • Rotating backups of every slot
  • A damaged save loads from its newest good copy by itself
  • A full disk leaves existing saves untouched

Slots and autosaves

  • 10 slots by default, 1 to 99
  • Autosaves on quit, on a timer or on scene change
  • Optional quicksave and a separate settings file
  • Readable JSON, optional compression and encryption

A finished save menu

  • Slot cards with a picture, date, playtime and summary
  • Autosave and damaged badges, confirmations
  • Mouse, keyboard, gamepad and touch
  • Restyle with one theme asset, translate with one text asset

Updates keep saves loading

  • Each save records its version
  • One small migration method upgrades old saves as they load
  • Saves from a newer version are left untouched

See what was saved

Editor tools
  • Save Inspector: any save as a searchable tree, with its status and backups, and what a save would write while the game runs.
  • Diagnostics: finds what would stop saves working and fixes most problems with one click.
  • Help and support: copy your system info or a ready-to-paste bug report, straight from the editor.

Included demo scenes

Four demo scenes show saving a world, the save menu, recovery from damaged saves and keeping old saves loading after an update.

Technical details

Built to be dependable

Unity2022.3 LTS or newer (tested on 2022.3, 6000.3 and 6000.6)
Render pipelinesBuilt-in, URP and HDRP (the saving core has no rendering code)
PlatformsWindows 10 and 11, Mono and IL2CPP (tested)
UsesUnity UI and TextMesh Pro, Unity's own packages, for the menu and the tools
SourceFull C#, no third-party code, no native plugins
Domain Reload offSupported
MenuTools > All In One Save Kit

Good to know

Limits, stated up front

  • Windows is the only tested platform in 1.0.
  • Encryption stops casual save editing. It is not anti-cheat: the key ships inside the game.
  • Only fields Unity serializes can be ticked in the Inspector; anything else is saved from a script.

Status

  • The kit is in its final checks before submission to the Asset Store. Its documentation goes up here the day it launches.

Hear the day it launches

Join the Romano Assets Discord for launch news, or ask a question about the kit now.