๐ฌ Join the AnkleBreaker Community! ๐ฌ
Got a question, feedback, or a feature you'd love to see? Join our Discord โ we actively improve our assets based on your input, and it's where we drop our latest announcements and run giveaways.
- ๐ฅ Discord: ๐ https://discord.gg/2D36VUmsYN
- ๐ Website: ๐https://anklebreaker-consulting.com/fr
๐พ A Save System That Never Loses Progress
Rolling your own save system is where shipped games lose player progress: half-written files after a crash, saves that stop loading after an update, and I/O that freezes the frame.
Engraver is a production-grade, network-agnostic persistence layer that solves all three โ atomic crash-safe writes with recovery, first-class versioning & migration so old saves keep loading, and fully async background I/O that never stalls the frame.
๐ Crash-Safety Done Right ๐
Every save is an atomic write (temp then rename) with multi-slot redundancy, CRC-checked commit markers and automatic recovery that quarantines corrupt files and cascades to the latest intact copy. Timestamped and whole-session backups mean a bad update can always be rolled back.
๐งฉ Core Building Blocks ๐งฉ
- GameObject Save Controller โ a zero-code component: tick what to remember (transform, physics, active/tag/layer) and it just saves.
- Persistence Managers โ a clean, no-singleton pattern (CaptureItem / ApplyItem) for full control over collections, spawning and reconciliation at load.
- Save Configuration & Save Monitor windows โ author streams and keys, then watch every saved object live in Play Mode.
- Profiles & Records โ multi-slot profiles with Skyrim-style save history, previews and thumbnails.
๐ Why Engraver? ๐
- Never Freezes The Frame โ fully async background I/O, and a ~530k-object benchmark scene that proves it on your own hardware with a per-frame hitch report.
- Versioning & Migration โ data-owned versions with a strict no-bump-on-failure rule, so old saves keep loading across game updates.
- JSON or Binary โ Newtonsoft JSON by default plus a dependency-free binary format, auto-detected at read time, with optional reflection-free binary code generation.
- Scales To Open Worlds โ chunked scene streaming and incremental save so cost scales with what changed, not world size.
- DOTS / ECS Persistence โ entity saving through the same contract with a Burst fast-path (about 18x faster capture on 100k entities).
- Zero-Code To Deep-Code โ tick-a-box for the common case, up to full manager-driven control, all in the same on-disk format.
- Optional FishNet Multiplayer โ a decoupled add-on layers server-authoritative saving and reconnection on top, with the client fully inert.
- Secure & Hardened โ path barriers, bounded binary deserialization, and a very large corruption/hardening test suite.
๐ ๏ธ We also offer other quality & productivity tools for Minimaps, Cinematic Cameras, Manager Initialization, Radial Menus, and more.
Description sourced from the Unity Asset Store listing.