
Discover Sigil, a sleek, reusable save system for unity games that replaces player prefs for positions, shop states, and world data, with two-line save and load.
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.
Save the player position using two methods: convert to a string with json utilities and store in player preferences, then load on awake by parsing back to a vector three.
Learn to save and load the door state in Unity using PlayerPrefs, storing the open state as an int and loading it on start to reopen the door.
Learn how to save and load coin states in Unity using PlayerPrefs, and fix shared-key issues by using a unique guide as the key for each coin.
Save and load coin states in Unity by converting the guide to a string, setting up guides with a context menu or NaughtyAttributes button, and validating data with player prefs.
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.
Create a game data class to store player position, door state, and coin states, and save and load it as JSON using a JSON utility, string writer, and stream reader.
Learn to load the player position with a json based game data system, initialize game data, and implement the I want to be saved interface to load all saveable components.
Explore extending the CDL save system to save and load door state and coin states in Unity, using a dictionary of coin GUIDs and noting Json serialization limits.
Learn how to use the total json package to save and load game data with dictionaries in Unity, including serialization, string creation, and deserialization for persistent state.
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.
implement and test a save method in Unity, saving door state and grid data with json serialization, while handling booleans and vectors and improving readability with a pretty string.
Learn to load data from game data with the new generic save system, using try load, full keys, and type-safe deserialization for Vector3 and other structures.
Learn to save and load door and coin states in a Unity save system, using boolean values and settings to allow fields to be objects and prevent load errors.
Discover how to implement a save workflow in Unity using a save interface to replace player preferences, persisting unlocked skins, last selected skin, and character data in your game.
Discover how to save arrays and lists in Unity using a save system, why Vector3 and struct arrays fail, and how a serializable wrapper and reflection enable reliable loading.
Use reflection to fix saving of lists by wrapping data in a generic serializable struct, enabling one-line saves with json in unity using sigil and correct cast-back on load.
Explore how to save and load data in Unity using reflection to create a generic serializable object for lists like quaternions, and dynamically set fields with Activator.CreateInstance.
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 !