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unity-data-persistence

unity-data-persistence

github.com/muharremtozanDevelopment1758 installsUpdated 22w ago
Repository

About unity-data-persistence

unity-data-persistence is a Unity save/load system built around DTO data binding. It suits game developers who need entity state to stay linked to save data, with interchangeable serialization and storage services.

Key features

  1. 01Bind entities directly to DTOs
  2. 02Save and load GameData
  3. 03Use stable SerializableGuid identities
  4. 04Swap storage and serializer backends
  5. 05Bind lists of multiple entities

Use cases

  1. 01Saving player and inventory state
  2. 02Restoring scene entities from saved data
  3. 03Starting with flat GameData fields
  4. 04Changing local JSON storage to another backend

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/muharremtozan/unity-agent-skills --skill unity-data-persistence

After installing, type/unity-data-persistencein Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

assets/code/
FileDataService.cs.txt
PersistenceCore.cs.txt
SaveLoadManager.cs.txt
SaveLoadSystem.cs.txt
references/
guide.md

Details

From the project README

Unity Data Persistence

Implement a professional Save/Load system built around data binding: saveable objects hold a live reference to a DTO that is always up-to-date, making serialization near-instant and backend-agnostic.

Inspired by adammyhre/Unity-Inventory-System.

Core Architecture

SaveLoadSystem
    ├── IDataService  (FileDataService by default)
    │       └── ISerializer  (JsonSerializer by default)
    └── GameData  (your root DTO)
            ├── PlayerData   (ISaveable) ←─ Hero.Bind()
            └── InventoryData (ISaveable) ←─ Inventory.Bind()

Core Features

  1. Data Binding Pattern: MonoBehaviours hold a reference to their own DTO, so saving is just serializing GameData — no polling, no property walking.
  2. IBind<T> / ISaveable: Two interfaces that wire scene entities to their save data at scene load time.
  3. SerializableGuid: Stable, fast GUID identity (int-based comparison) for matching saved data to spawned entities.
  4. Swappable Backend: IDataService + ISerializer let you change from local JSON to Cloud/Binary with a one-line change.
  5. Multi-Entity Binding: List-based Bind<T, TData>(List<TData>) handles many-entity scenarios (enemies, spawners).

Core Files (Max 3)

  • PersistenceCore.cs.txt — ISerializer, JsonSerializer, IDataService, ISaveable, IBind<T>, SerializableGuid
  • FileDataService.cs.txt — Local disk implementation: Save, Load, Delete, DeleteAll, ListSaves
  • SaveLoadSystem.cs.txt — Persistent MonoBehaviour orchestrator with Bind<T,TData>() and public Save/Load/New API

Usage

Quick Start (Light Path — no binding needed)
// 1. Extend GameData with your fields
[Serializable] public class GameData {
    public string Name;
    public int Score;
}

// 2. Save / Load
SaveLoadSystem.Instance.gameData.Score = 100;
SaveLoadSystem.Instance.SaveGame();
SaveLoadSystem.Instance.LoadGame("MySave");
Full System (Pro Path — data binding)
// 1. Create a DTO
[Serializable] public class PlayerData : ISaveable {
    [field: SerializeField] public SerializableGuid Id { get; set; }
    public Vector3 position;
}

// 2. Implement IBind on your MonoBehaviour
public class PlayerEntity : MonoBehaviour, IBind<PlayerData> {
    [SerializeField] SerializableGuid id;
    PlayerData data;
    public SerializableGuid Id { get => id; set => id = value; }
    public void Bind (PlayerData d) { data = d; data.Id = id; transform.position = d.position; }
    void Update () { data.position = transform.position; } // write-through
}

// 3. Register in SaveLoadSystem.OnSceneLoaded
Bind<PlayerEntity, PlayerData>(gameData.playerData);

See references/guide.md for complete examples including multi-entity binding and backend swapping.

Key Principle

Design your data model first. The DTO structure IS your save format. Start simple (GameData with flat fields) — add binding only when entities need independent, restorable state.

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