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Universal Save

Discussion in 'Assets and Asset Store' started by Xefier, Oct 27, 2018.

  1. Xefier

    Xefier

    Joined:
    Dec 22, 2012
    Posts:
    70
    Universal Save Icon.png

    A new save/load system that can integrate with services such as Game Sparks and Steam Cloud.
    Scripts can be extended to integrate with anything and switch between integrations without having to change any game logic.

    Compatible with most platforms
    Standalone, Android, iOS

    Supports Most Types
    string, int, float, byte, Vector2, Vector3, Vector4, Quaternion, DateTime, Transform
    + Any Serializable Object!

    Integrations
    - GameSparks (Coming Soon)
    - Steam Cloud
    - File System
    - Player Prefs

    Visual Scripting
    - PlayMaker
    - Bolt (Coming Soon)
     
    Last edited: Dec 1, 2018
  2. Xefier

    Xefier

    Joined:
    Dec 22, 2012
    Posts:
    70
    Universal Save is now on the Asset Store!
     
  3. HeathC

    HeathC

    Joined:
    Oct 17, 2016
    Posts:
    43
    does it support bolt?
     
  4. Xefier

    Xefier

    Joined:
    Dec 22, 2012
    Posts:
    70
    The code can be executed from bolt using the usual method of including the dll and selecting the classes in the bolt setup window. Details are on the Universal Save Manual.

    As for the event integration, it still needs to be updated to be compatible with the latest version of bolt since the API was changed. In the mean time Persistence_UnityEvents can be used to send UnityEvents to the bolt state machine.
     
  5. Rajmahal

    Rajmahal

    Joined:
    Apr 20, 2011
    Posts:
    2,051
    Can you elaborate a little more? I have an existing project that uses playerprefs. I'm looking for a tool that can save those playerprefs to a cloud solution like steamcloud and perhaps icloud. Does this tool allow me to do that with minimal code changes? If so, can you describe the types of changes involved?
     
  6. Xefier

    Xefier

    Joined:
    Dec 22, 2012
    Posts:
    70
    The intended use case wasn't to import existing Player Prefs data, rather to be used instead of Player Prefs.
    Such as replacing all references of PlayerPrefs.GetString with Saves.Current.GetString.
    The issue with importing all your existing PlayerPrefs data is Unity does not provide an API for retrieving all keys and the way PlayerPrefs is stored is different per platform.