User Manual
A save system for Unity. Declare your game data once, and it saves and loads itself.
The whole idea
Your save data lives in an asset. Make a class that inherits
PersistentScriptableObject, and every serialized field on it
survives between play sessions, automatically.
using PersistentAsset;
using UnityEngine;
[CreateAssetMenu(menuName = "Player Data")]
public class PlayerData : PersistentScriptableObject
{
public int gold;
public int level = 1;
}
That is the entire setup. Create the asset, press Play, change the values, stop, press Play again, and they are still there. No save code, no file paths, no boilerplate.
No parallel data model
A traditional save system asks for a second set of data structures: save classes next to your game data, code to copy fields into them to write, code to copy them back to read, and both models kept in sync release after release.
Here your data is the save. The asset holding a profile, settings, progression or an inventory is the same object your game reads at runtime and your designers edit in the inspector, so there is no mapping layer and nothing to drift out of date.
Where to go next
Installation & Demo
Requirements, platforms, optional modules, and the sample game to run.
Start hereGetting Started Must read
Save your first value in about five minutes. The happy path, nothing else.
The mental modelCore Concepts Must read
The parts (your data, a manager, a serializer) and how saving flows.
On the deviceLocal Saving
Prototype, Player Prefs, Local File, Session, and which one to choose.
Across devicesCloud & Remote Advanced
Unity Gaming Services Cloud Save, or your own server over HTTP.
The formatSerializers
Unity JSON, Newtonsoft JSON and Odin: what each one writes, and switching later.
At a glanceQuick Help
Quick fixes for the common surprises, and where to look when something is off.
How do I…?Guides
Migrating saves, slots, security, versioning, singletons, debugging and more.
No scriptingNo-Code For designers
Persist values, input bindings and locale from the inspector, without writing a line.
ConfigurationSettings
Everything under Project Settings > Persistent Asset, in one place.
Power usersExtending Advanced
Write your own persistence manager, serializer, remote manager, codec or widget.
Under the hoodTechnical Q&A Advanced
Crash safety, atomic writes, async conflicts, security: the implementation answers.
Author & Contact
Created by Juste Tools.
- Contact: justetools@gmail.com
- License: Unity Asset Store EULA
Reviews on the Asset Store are always appreciated.