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| 1 | +# 💾 Save System Tool for Unity |
| 2 | + |
| 3 | +A modular, extensible and editor-friendly Save System for Unity, supporting multiple serialization formats (PlayerPrefs, JSON, XML), with visual debugging and management tools built using Odin Inspector. |
| 4 | + |
| 5 | +--- |
| 6 | + |
| 7 | +## ✨ Features |
| 8 | + |
| 9 | +- 🔁 **Strategy Pattern**: Plug-and-play architecture with interchangeable save methods |
| 10 | +- 💾 **Supported Formats**: |
| 11 | + - PlayerPrefs (with Odin serialization) |
| 12 | + - JSON file |
| 13 | + - XML file |
| 14 | +- 🧠 **Editor Tool**: |
| 15 | + - Odin Editor Window for previewing saved data |
| 16 | + - Visual decoding for PlayerPrefs, JSON, and XML |
| 17 | + - Deletion of individual entries |
| 18 | + - Auto refresh on changes |
| 19 | + - Clear indication of save locations per method |
| 20 | +- 🧱 **Extensible Architecture**: |
| 21 | + - Easy to add encryption, cloud saving, or custom file handling |
| 22 | + - Facade over save methods to switch runtime behavior |
| 23 | + |
| 24 | +--- |
| 25 | + |
| 26 | +## 📁 File Formats |
| 27 | + |
| 28 | +### 🧠 PlayerPrefs |
| 29 | +- Stored in system registry (Windows) or plist (macOS) |
| 30 | +- Serialized via Odin using Base64 + JSON |
| 31 | + |
| 32 | +### 📄 JSON |
| 33 | +- Located at: |
| 34 | + ``` |
| 35 | + Application.persistentDataPath/player_data.json |
| 36 | + ``` |
| 37 | +- Fully human-readable |
| 38 | + |
| 39 | +### 📂 XML |
| 40 | +- Located at: |
| 41 | + ``` |
| 42 | + Application.persistentDataPath/player_data.xml |
| 43 | + ``` |
| 44 | +- Readable and compatible with standard tools |
| 45 | + |
| 46 | +--- |
| 47 | + |
| 48 | +## 🛠 Tech Stack |
| 49 | +- Unity 2022+ |
| 50 | +- Odin Inspector |
| 51 | +- Sirenix Serialization |
| 52 | + |
| 53 | +--- |
| 54 | + |
| 55 | +## 🧪 Example Data Structure |
| 56 | + |
| 57 | +```csharp |
| 58 | +[Serializable] |
| 59 | +public class PlayerData |
| 60 | +{ |
| 61 | + public string PlayerName; |
| 62 | + public int Level; |
| 63 | + public float Health; |
| 64 | + public Vector3 Position; |
| 65 | + public bool HasPremium; |
| 66 | + public GameSettings Settings; |
| 67 | + public InventoryData Inventory; |
| 68 | + public QuestProgress[] Quests; |
| 69 | +} |
| 70 | +``` |
| 71 | + |
| 72 | +--- |
| 73 | + |
| 74 | +## 📷 Screenshots |
| 75 | + |
| 76 | +> _Coming soon..._ |
| 77 | +
|
| 78 | +--- |
| 79 | + |
| 80 | +## 🧩 Usage |
| 81 | + |
| 82 | +### Save: |
| 83 | +```csharp |
| 84 | +saveLoadFacade.Save(SaveMethod.Json, playerData); |
| 85 | +``` |
| 86 | + |
| 87 | +### Load: |
| 88 | +```csharp |
| 89 | +PlayerData loaded = saveLoadFacade.Load(SaveMethod.PlayerPrefs); |
| 90 | +``` |
| 91 | + |
| 92 | + |
| 93 | +--- |
| 94 | + |
| 95 | +## 📌 Related Projects |
| 96 | +- [Grid Level Editor](https://github.com/SinlessDevil/Grid_Level_Editor) |
| 97 | +- [Language Change Tools](https://github.com/SinlessDevil/Language_Change_Tools) |
| 98 | +- [Inventory Tetris](https://github.com/SinlessDevil/Inventory_Tetris) |
| 99 | + |
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