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Crystal Save | Game Creator 2 Save Module (requires Crystal Save) – Dev Community

Crystal Save | Game Creator 2 Save Module (requires Crystal Save) – Dev Community

Tsunami 7 May, 2026
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Requires Crystal Save Base Version! Seamlessly bridges Crystal Save’s robust save system with GC2—100+ ready Instructions, Conditions, Events & Properties for full GC2 data persistence, zero code.

Crystal Save | Game Creator 2 Save Module (requires Crystal Save) v1.1.91 (28 Apr 2026) (Latest version)

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Crystal Save | Game Creator 2 Save Module (requires Crystal Save) v1.1.89 (08 Apr 2026)

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Crystal Save | Game Creator 2 Save Module (requires Crystal Save) v1.1.88 (26 Mar 2026)

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Crystal Save | Game Creator 2 Save Module (requires Crystal Save) v1.1.83 (14 Nov 2025)

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Description
⚡ Crystal Save – Game Creator 2 Integration ⚡

Take your GC2 projects from prototype to production with a battle-tested, versionable save system that speaks the same visual-scripting language you already use every day. Plug it in, press Play, and every stat, inventory slot, quest flag, faction reputation, custom variable, animation state, timeline, and hand-crafted prefab is safely tucked away and restored—no boilerplate, no code, no headaches.

How To Video: First steps Tutorial

???? Why you’ll love it

• 100 + ready-made Instructions, Conditions, Events & Properties—drag-and-drop visual nodes that expose every public call in SaveManager.

• Familiar GC2-style Inspector – drop a single Remember Component (RememberComposite) on any object, then add specialised Remember-XX helpers from its pop-up just like native GC2 “Save” actions.

• One-step Prefab support – stick the Remember Prefab component on a prefab and you’re done. No manual registry, GUID wizardry, or other confusing workflows.

• Covers all official GC2 modules: Core, Stats, Melee, Inventory, Shooter, Dialogue, Quests,… and any future module that stores data. (Support for GC2 Third Party Modules like Factions, Love/Hate, StateMachine are sold separately)

• Automatic Registry Assets (AnimationRegistry, ItemRegistry, MeleeWeaponRegistry, etc.) create fool-proof paths inside Resources/—even when you bury assets in deep sub-folders.

• Built-in Migration Path keeps existing save files alive after you patch or ship DLC—no “Start New Game” rage-quits and negative steam reviews from your players.

• One-click Demo Scenes appear in Game Creator 2 → Install; they auto-pull any GC2 demo dependencies so everything loads cleanly.

• Friendly support on Discord ????️

????️ What’s inside (Crystal Save Version v1.5.1)

• Visual-scripting nodes for Save, Load, Quick-Save, Delete Slot, Next/Prev Slot, Save Screenshots, Meta data, and more.

• Conditions for Has Save?, Is Saving?, Slot Exists?

• Events fired on Save Started, Save Finished, Load Completed.

• Properties exposing Current Slot, File Version, Last Save Time, Save Path… perfect for HUDs or debug panels.

• Targeted Restore – reload a destroyed vendor UI, boss arena, or single item without reloading the scene; equally works for restoring destroyed GameObjects.

• Prefab & Variable Restoration – dynamically spawned prefabs and GameObjects referenced in GC2 Variables are fully serialised and restored, including hierarchy position.

• Runtime mutations saved – colour swaps, texture changes, shader tweaks, etc. made to an item and then stored in a GC2 Inventory Bag are preserved and reload exactly as the player left them.

• Keep-Across-Scenes helper for persistent player avatars, music managers, or network objects.

• MemoryPack-powered binary format: tiny, fast, GC-friendly.

???? Roadmap — why you’ll want each milestone

1.6 Live Conflict Resolver + Diff-Viewer overlay ????

When two saves or cloud slots disagree, you’ll see exactly what changed and can merge or pick the winner in-engine—no more “which file is newer?” guesswork or lost progress.

1.7 Core ISyncTransport & SyncManager scaffolding ????

Adds a transport-agnostic layer for syncing saves between desktop, cloud, or console builds. Foundation for cross-device play and Steam Cloud/Google Play integration.

1.8 Alpha adapters – Fish-Net, ObjectNet & Fusion (single-scene demos) ????

Early multiplayer hooks so you can test co-op or MMO persistence. Drop-in demo scenes show how Crystal Save keeps inventories, quests, and stats consistent across popular networking stacks.

1.9 Late-Join Snapshot + LZ4 compression toggle (Co-op ready) ????

Players who join mid-match instantly receive a compressed state snapshot—no lobby reloads. LZ4 makes those packets tiny, saving bandwidth and speeding up cloud saves.

2.0 Finalised API, NGO adapter, cheat-guard (HMAC + replay-frame IDs) ????️

Locks the public API for long-term support, introduces Unity’s Netcode for GameObjects adapter, and signs every save frame with HMAC + frame IDs to thwart tampering and rollback cheats.

These roadmap items aren’t available yet, but they show where Crystal Save is headed—toward seamless cloud syncing, authoritative multiplayer persistence, and rock-solid anti-cheat for Game Creator 2 projects.

Technical details
Package name / version – Crystal Save for Game Creator 2 v 1.0
Unity compatibility – Unity 6LTS or newer; Mono & IL2CPP, editor & builds
Render pipelines – Built-in, URP, HDRP (no pipeline-specific code)
Supported GC2 modules – Core, Stats, Melee, Inventory, Shooter, Dialogue, Quests (Third party support for Factions, StateMachine, Love/Hate is sold seperately)
Visual-scripting coverage – 100 + Instructions, Conditions, Events & Properties exposing every public call in SaveManager
Components – Remember Component (RememberComposite) + specialised Remember-XX helpers; single-step Remember Prefab for runtime prefabs
Features – Targeted Restore, destroyed-object restoration, prefab & variable restoration, live file migration/versioning, async quick-save/load, Keep-Across-Scenes helper
Serialization – MemoryPack binary format (tiny, GC-friendly, zero reflection)
Registry assets – AnimationRegistry, ItemRegistry, MeleeWeaponRegistry… auto-generate robust Resources/ paths
Installation – Demo scenes delivered as .unitypackage for GC2 “Install Demo” workflow
File size – ≈ 0.8 MB code + 1.2 MB editor assets excluding Demo Assets. No DLL obfuscation; full C# source
Platforms tested – Windows, macOS, Linux, Android; any platform supported by GC2 & MemoryPack should work
Dependencies – Crystal Save Base v1.5.1 + Game Creator 2; free MemoryPack 1.21.4 & Unity Editor Coroutines installed on first import

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