
Learn to build a simple, multi-purpose save and load system for Unity games that stores player position, coin collection, and door state without using player preferences.
Set up a centralized Unity save manager on a sigil object to save and load game data to a text file using stream writer and reader.
Refine a unified Unity save system by saving and loading data with a single line, using a sender and key to form full key and json serialized game data items.
After making that many courses, I’ve noticed that some aspects of game dev start repeating themselves.
One of these aspects is Saving !
Generally, for something really simple like saving the amount of coins, or saving the player name, I use the PlayerPrefs.
It’s not the best way of saving, but it’s Quick, and quite Reliable.
For more complex data structures, like the states of the world in my Hybrid Casual Course, I’ve Serialized my data into a separate file.
This was already way cleaner, and more manageable cause I was able to access and check my data really quickly.
I started being bothered by saving data after making the Suika course, for the shop, I had to save the states of the skins.
Was it purchased, or not yet. Once again, I fell back to using the PlayerPrefs.
That was enough, it was time to create something Better, something Simpler, something I could use and Reuse without rewriting the same lines of code everytime.
Let me present you my new friend, SIJIL, a
Sleek
Ingenious
Jaw-dropping
Impeccable
Legendary
Save System for all your Unity Games!
After making SIJIL yourself, you will be able to Save your Data in 1 Line of Code.
After making SIJIL yourself, you will be able to Load your Data in 2 Lines of Code.
I invite you to watch the presentation video if you haven't already seen it, to better understand the power of this Save System.
If you've seen the video, the logical next step is to Enroll in the course.
So Let's start Learning together, and Save (No Pun Intended) a bunch of time !