Component-based Unity save system with Unity cloud sync, object persistent manager; saves pool objects & runtime prefabs, offers version-safe state saves, save migration & network sync(t. b. r. v2.0)
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This is a paid asset, but now you can download the “Crystal Save Professional | Save System” for FREE. Please note that this package is provided solely for learning purposes or to test the product before purchase, and not for commercial use.
Crystal Save Professional | Save System v1.6.41 (26 Oct 2025) (Latest version)
Crystal Save Professional | Save System v1.6.10 (28 Aug 2025)
“If possible, please buy the package to support the developer”
Description
Planned price steps
Current build: v 1.6
• Regular price: US $ 59
• When v 1.8 ships (Alpha adapters) the standard price will rise to US $ 69
• When v 2.0 ships (Networking adapters, late-join snapshots, cheat-guard) the standard price will rise to US $ 79
???? Feature timeline
???? 1.6 Live Conflict Resolver + Diff-viewer overlay
???? 1.7 Core ISyncTransport, SyncManager scaffolding
???? 1.8 Alpha adapters – Fish-Net, Fusion, ObjectNet (single-scene demos)
???? 1.9 Late-join snapshot (important for Co-op games) + LZ4 toggle
???? 2.0 Finalised API, NGO adapter, cheat-guard (HMAC + replay-frame IDs)
???? Crystal Save — Zero-Code (for Save & Load) Save System for Unity
Crystal Save is a component-based, fully no-code (for Save and Load) save framework that drops into any Unity project—2D, 3D, VR, mobile or desktop—and instantly records scenes, prefabs, runtime objects, player settings and custom components. Other features are an Object Persistent Manager and User Settings Manager.
Read the Documentation Version 1.6-ready: https://arawn-software-publishing.gitbook.io/arawn/
How To Video: First steps Tutorial
???? How easy?
???? Add Remember Prefab to your runtime prefab. Done!
???? Saving & loading now restore that prefab automatically.
Its modular design lets you pick exactly what to persist, from a single inventory bag to a whole open world—no boiler-plate.
Integrations for Game Creator 2 (all modules), Love/Hate, State Machine, Factions etc. are sold seperately
???? Core Feature Set
☁️ Cloud + Local in one API — flip one toggle to move all slots to Unity Cloud Save or Supabase with local mirroring and encryption; helper methods handle sign-in for Unity, Steam, Google, Apple, Facebook or anonymous players. For cloud service compatibility: Save optionaly in JSON Format.
???? Why it matters: Ship single-player today, add cloud tomorrow—no refactor. Offline? Local mirror still works.
???? Version-safe Save Migration — every save blob carries your game’s semantic version; the built-in Migration Manager upgrades older data on the fly.
???? Why it matters: Players keep 40-hour RPG progress after patches, protecting your Steam rating.
???? Targeted Restore — load just one GameObject (vendor UI, boss arena, player bag) without reloading the scene.
???? Why it matters: Instant respawns, checkpoint pickups, mid-match loadouts—zero hitching.
????️ Metadata Import (Beta) — bring in save-slot metadata from other Crystal Save titles to continue stories across genres. Drop JSON, base64, or binary blobs into SaveMetadataImportSource; encrypted data needs the matching key. Perfect for cross-game narratives, sequels, and event rewards.
???? Why it matters:
Cross‑game continuity – Players keep a persistent identity across separate releases, strengthening attachment to your universe.
Marketing hooks – Reward loyal players who’ve finished or explored previous games, driving engagement and retention.
Easier spin‑offs – Prototype a new genre or platform while still honoring progress from the main series.
Event distribution – Share promotional metadata blobs via web, email, or physical cards, letting players import limited-time bonuses.
???? Pooled & Runtime Prefab Support — objects spawned from a Crystal Save pool or via the custom instantiate method get fresh GUIDs, auto-register, and soft-unregister on despawn. Perfect for bullet-hell shooters, heavy VFX, endless runners.
???? Why it matters: Save bullet-hells and VFX storms safely, stutter-free.
???? Persistent Manager — one call marks objects DontDestroyOnLoad; duplicate detection stops clone spam across scenes.
???? Why it matters: Clean cross-scene persistence without singleton clutter.
???? Event-rich API — hooks for slot updates, per-object restore, load progress, failures, screenshots and more.
???? Why it matters: Tie saves to UI, analytics or custom logic in minutes—no reflection polling.
⚡ MemoryPack Serializer — ultra-fast, zero-GC binary format smaller and quicker than JSON/BinaryFormatter; used for prefab mods, snapshots and custom blobs.
???? Why it matters: Tiny payloads, lightning load times—even on mobile.
???? Prefab & Component Diffs — stores only changes (added components, mesh/material swaps, particle timelines, child active states), keeping files tiny even for dynamic characters.
???? Why it matters: Huge open-world saves stay megabyte-small.
????️ Scene-object registry + destroyed-object tracking — resurrect or ignore objects removed mid-play; perfect for breakables, pick-ups, enemy corpses, roguelikes, construction sims.
???? Why it matters: Large open worlds get instant respawns and checkpoints with minimal hitching.
????️ Screenshot & metadata mirroring — auto-thumbnails and optional local mirror even with Cloud Save.
???? Why it matters: No internet? You can still load your saves.
????️ Non-Destructive Save Migration
???? Why it matters: Field re-orders or new systems often break naïve formats. Crystal Save auto-patches or calls your converter so players keep progress and you dodge “update wiped my save” reviews on STEAM.
????️ Optional User Settings (JSON-backed)
Drop the UserSettingsManager into your bootstrap scene if you want a single JSON to persist resolution, FPS cap, HDRP/URP post-processing toggles, audio mixer volumes and localisation codes.
• One call saves or loads player options; a second call pushes them live.
• Works offline and syncs seamlessly when you enable Cloud Save.
• Totally optional—skip it if you already have a custom options pipeline.




