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 +

Save and load anything with one line of code, or none at all with Auto Save. Save slots, cloud saves, encryption, backups and a Save Browser included.

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.