Uniamp: Save & Load Made Simple
A "Continue" button takes ... Unity Cloud Save, your own server, or any service you like Your players' progress is safe Crash-safe writes: a power cut mid-save never loses progress
by Dimension Five
Price History +
Features
• Save and load any value in one line: primitives, strings, enums, dates, collections, your own classes and structs (with or without [Serializable]), Vector3, Color, Quaternion and other Unity types
• GameObjects, components, prefabs and ScriptableObjects, saved as references so they load back as the same objects
• Auto Save: save scenes without code, including objects spawned at runtime and objects destroyed during play
• Save slots with names, play time, custom info and thumbnails, plus a ready-made save and load menu
• Cloud saves: offline-first syncing with conflict handling, using Unity Cloud Save, your own server over HTTP, or any service through a small interface
• AES-256 encryption with tamper detection, gzip compression, JSON or binary format
• Crash-safe writing, automatic backups and recovery of damaged files
• Versioning and migrations, so old saves keep loading after updates
• Saved<T> fields, batches, async saving and loading
• Images, audio (WAV) and CSV spreadsheets
• File, PlayerPrefs, memory or custom storage
• Save Browser: view and edit save files as a table, with backups and JSON export
• Visual Scripting nodes
• Clear error messages that point to the problem
• Works with IL2CPP, code stripping and Enter Play Mode without domain reload
• Full C# source code, XML documentation on every public member
Supported OS
Windows, macOS, Linux, Android, iOS and WebGL. Other platforms, such as consoles, through a custom storage provider.
Requirements
Unity 6.0 or newer. No third-party dependencies. Visual Scripting nodes need the Visual Scripting package; the Unity Cloud Save backend needs Cloud Save 3.4 or newer.
Save anything. In one line.
That's it. No setup.
Or just tick a box: Auto Save
- Add the Auto Save component, tick what to keep, done
- Saves automatically when the game quits, pauses, or changes scene
Saves everything your game has
- Your own classes, structs, lists and dictionaries
- Vector3, Color, Quaternion and other Unity types
- GameObjects, prefabs and ScriptableObjects
Save slots for any UI
- Names, dates, play time and thumbnails built in
- Works with your own save screen, or drop in the ready-made menu
- A "Continue" button takes two lines of code
Cloud saves that work offline
- Play on the phone, continue on the PC
- No connection? Keep playing, it syncs later
- Unity Cloud Save, your own server, or any service you like
Your players' progress is safe
- Crash-safe writes: a power cut mid-save never loses progress
- AES-256 encryption with tamper detection
- Automatic backups and recovery of damaged files
Ship updates without breaking saves
- Versioning and migrations upgrade old saves as they load
- Renamed a field? Unity's [FormerlySerializedAs] still works
See inside every save
- The Save Browser shows your saves as a table: keys, types, values
- Edit values live, back up, restore and export to JSON
Built for developers
- Error messages that help: "Did you mean 'coins'?"
- Visual Scripting nodes for designers
- Works with IL2CPP, code stripping and fast Enter Play Mode
- Full C# source code and a detailed manual
Uniamp: Save & Load Made Simple.