Crystal Save Core Bundle includes Crystal Save Professional and the following Save Modules for:
- Game Creator 2 (all modules) by Catsoft
- Love/Hate by PixelCrushers
- Dialogue System by PixelCrushers
- Quest Machine by PixelCrushers
- Cozy Stylized Weather 3 by DistantLands
- Ultimate Inventory by Opsive
- Ultimate Character Controller by Opsive
- The Visual Engine by Boxopobic
š° Crystal Save ā Zero-Code (for Save & Load) Save System for Unity
Crystal Save is a component-based, fully no-code (for Save and Load) save framework that drops into any Unity projectā2D, 3D, VR, mobile or desktopāand instantly records scenes, prefabs, runtime objects, player settings and custom components. Other features are an Object Persistent Manager and User Settings Manager.
===| š¬ DISCORD | š DOCUMENTATION | š„ VIDEO TUTORIALS |===
š How easy?
Add Remember Prefab to your runtime prefab. Done!
Saving & loading now restore that prefab automatically.
Its modular design lets you pick exactly what to persist, from a single inventory bag to a whole open worldāno boiler-plate.
- Integrations for Game Creator 2 (all modules), Love/Hate, State Machine, Factions etc. are sold seperately
š§© Core Feature Set
- Cloud + Local in one API ā flip one toggle to move all slots to Unity Cloud Save or Supabase with local mirroring and encryption; helper methods handle sign-in for Unity, Steam, Google, Apple, Facebook or anonymous players. For cloud service compatibility: Save optionaly in JSON Format.
- Why it matters: Ship single-player today, add cloud tomorrowāno refactor. Offline? Local mirror still works.
- Version-safe Save Migration ā every save blob carries your gameās semantic version; the built-in Migration Manager upgrades older data on the fly.
- Why it matters: Players keep 40-hour RPG progress after patches, protecting your Steam rating.
- Streaming Deferred Prefabs ā Crystal Save can stagger the restoration of deferred prefabs so they only instantiate when a player gets close enough. The DeferredPrefabRadiusStreamer handles distance checks per scene (or globally), caching deferred entries and reviving them on demand. Designer-friendly actions/nodes via Game Creator 2 or Playmaker let you also trigger instantiation via quests, cutscenes, or trigger volumes.
- Why it matters:
- Smooth load times ā eliminate huge spikes after loading a save.
- Smarter streaming ā additive scenes and global prefabs revive independently.
- Hierarchy-safe ā parents and children spawn together, preserving transforms.
- Flexible ā pick radius-based streaming for simplicity or manual triggers for narrative control.
- Targeted Restore ā load just one GameObject (vendor UI, boss arena, player bag) without reloading the scene.
- Why it matters: Instant respawns, checkpoint pickups, mid-match loadoutsāzero hitching.
- Metadata Import (Beta) ā bring in save-slot metadata from other Crystal Save titles to continue stories across genres. Drop JSON, base64, or binary blobs into SaveMetadataImportSource; encrypted data needs the matching key. Perfect for cross-game narratives, sequels, and event rewards.
- Why it matters:
- Crossāgame continuity ā Players keep a persistent identity across separate releases, strengthening attachment to your universe.
- Marketing hooks ā Reward loyal players whoāve finished or explored previous games, driving engagement and retention.
- Easier spināoffs ā Prototype a new genre or platform while still honoring progress from the main series.
- Event distribution ā Share promotional metadata blobs via web, email, or physical cards, letting players import limited-time bonuses.
- Pooled & Runtime Prefab Support ā objects spawned from a Crystal Save pool or via the custom instantiate method get fresh GUIDs, auto-register, and soft-unregister on despawn. Perfect for bullet-hell shooters, heavy VFX, endless runners.
- Why it matters: Save bullet-hells and VFX storms safely, stutter-free.
- Persistent Manager ā one call marks o
Description sourced from the Unity Asset Store listing.