Nothing here is a commitment to a date or a final design.

Planned for the package

Coming to Persistent Asset itself, first in line:

  • Multi-slot support in No-Code: save slots for Persistent Variables, so designers can use multiple slots without writing code.
  • IMergeable for manual conflict resolution: an interface to merge two diverging saves field by field instead of last-write-wins, especially useful for the remote managers when a player progresses on two devices.
  • A persistence recap window: an editor window listing every persistent object in the project at a glance, with bulk operation buttons.
  • Saved asset references: persist a reference to an authored project asset (a ScriptableObject or prefab) from save data and resolve it back on load by a stable id, so inventories, equipment and unlocks modeled as asset references save without hand-written lookups.

Free add-on packages

Confirmed separate packages, all free, that plug into Persistent Asset.

Serializers

Drop-in alternatives to the built-in JSON serializer, first in line among the add-ons:

  • Newtonsoft JSON
  • Odin Serializer
  • MemoryPack

Save managers

More managers to save to:

  • Steam (Steam Cloud / remote storage).
  • Other cloud services: common ones such as PlayFab, Epic Online Services, Google Play Games Saved Games, Apple Game Center / iCloud, Firebase and Nakama.

Considered packages

Ideas under consideration, not yet confirmed, and likely paid:

  • Persistent Scene: save and restore an entire scene.
  • Ready-made content: premade persistent objects for common needs (options, audio settings, and so on).
  • Visual scripting extension: nodes for Unity Visual Scripting.
  • AI integration: custom MCP tools.
  • Custom server-authoritative saves.

Your feedback shapes this

This roadmap is driven by what users ask for. If a feature here matters to you, or you need something that is not listed, feel free to reach out :), it genuinely moves priorities. Email justetools@gmail.com, or leave a note in an Asset Store review.