unity-data-persistence

Community

Persist Unity state with live data binding.

AuthorMuharremTozan
Version1.0.0
Installs0

System Documentation

What problem does it solve?

Robust Save/Load system for Unity that uses data binding to keep DTOs in sync with live game objects, enabling deterministic serialization and backend-agnostic persistence.

Core Features & Use Cases

  • Data Binding Pattern: MonoBehaviours hold a live reference to a DTO, so saving is just serializing the in-memory data.
  • IBind<TData> / ISaveable: Interfaces that connect scene entities to their save data.
  • SerializableGuid: Stable identity for matching saved data to spawned entities.
  • Swappable Backend: IDataService + ISerializer allow swapping from local JSON to cloud/binary with a single change.
  • Multi-Entity Binding: Bind<T, TData>(List<TData>) for many-entity scenarios (enemies, spawners, etc.).

Quick Start

Define your DTOs, bind them to entities on scene load, and use the SaveLoadSystem to save and load game data.

Dependency Matrix

Required Modules

None required

Components

referencesassets

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: unity-data-persistence
Download link: https://github.com/MuharremTozan/Ohm-Yura/archive/main.zip#unity-data-persistence

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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