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Saving System for DOTS – Dev Community

Saving System for DOTS – Dev Community

Tsunami 10 January, 2026
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User Rating 1 (2 votes)

Saving system for DOTS enables you to easily save and load all your unmanaged data with an UI driven workflow.

For more details this asset from the Unity Asset Store: Click Here

Saving System for DOTS v1.5.4 (19 Oct 2025) (Latest version)

VIP Only

Saving System for DOTS v1.3.1

VIP Only

“Sharing is caring”

Description
Saving system for DOTS enables you to easily save and load all your unmanaged data with an UI driven workflow.

How?

Create a scriptable object Save Format and add the types you want to save in a handcrafted UI and let the source code generator do the heavy lifting for optimized serialize and deserialization code.

Then mark subscene entities or prefabs with a Savable Authoring component and you are done. Saved data will be efficiently laid out in a binary format and compressed with LZ4.

???? New in 1.4.0

Components that were not present on a prefab and added during runtime are now supported. Also UnsafeHashMaps can be saved and loaded now.

???? New in 1.3.0

SharedComponentData can be saved now!

Features

✔️ Create save formats in the editor UI

✔️ Save and load unmanaged data defined in save formats

✔️ Automatically keep track of subscenes

✔️ Ignore fields in structs

✔️ Create migration plans with an intuitive node based approach when the save format has changed

✔️ Prefab migration when prefabs have changed

✔️ Included Savegame viewer for easy debugging

✔️ Full Source code included

✔️ Works for mobile IOS/Android

Links: Documentation | Discord | E-Mail

Automatically keep track of subscenes

Automatically load previously open subscenes
Instantiated prefabs (from spawners, etc…)
Destroyed objects (trees, iron nodes, etc…)
Save and load data defined in save formats

global (non-subscene) and subscene entity data
Entity struct data with IComponentData or ISharedComponentData
Entity buffers with IBufferElementData
Component enabled states with IEnableableComponentData
Arbitrary primitive struct data
Nested support for UnsafeList<T>*
UnsafeHashMap<TKey, TValue>*
Custom serializer/deserializer for more complex tasks
Components that were added during runtime and not present in a prefab
☎️ Support

If you have any questions please write me an email (support[at]enzenebner.com) or contact me in Discord. Please be patient, replies may take some time depending on my workload. Please include your Asset Invoice Number in your request.

Thank you.

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