Skip to content

Unity Saver extension provides ability to save any data type of any size in three different possible locations with device related encryption.

License

Notifications You must be signed in to change notification settings

IvanMurzak/Unity-Saver

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

22 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Unity-Saver

npm openupm License Stand With Ukraine

Encrypted local data storage in Unity runtime on any platform. Thread safe, Unity-Saver uses a dedicated non-main thread for Read/Write operations with files. Data can be stored in different locations:

  • ✅ Persistent - Regular Unity PersistantDataStorage location
    • ✔️ iOS
    • ✔️ Android
    • ✔️ Standalone
  • ✅ Local - the current location of the executed app
    • ❌ iOS
    • ❌ Android
    • ✔️ Standalone
  • ✅ Custom - any path on your own
    • ❌ iOS
    • ❌ Android
    • ✔️ Standalone

Unity Saver Settings

How to install - Option 1 (RECOMMENDED)

How to install - Option 2

{
  "dependencies": {
    "extensions.unity.saver": "1.0.9",
  },
  "scopedRegistries": [
    {
      "name": "package.openupm.com",
      "url": "https://package.openupm.com",
      "scopes": [
        "extensions.unity.saver",
        "com.cysharp",
        "com.neuecc"
      ]
    }
  ]
}

Usage API

Usage is very simple, you have access to data through Data property in the saver class.

  • Data - current data with read & write permission (does not read and write from file)
  • DefaultData - access to default data, this data would be taken on Load operation, only if a file is missed or corrupted
  • Load() - force to execute load from a file operation, returns async Task
  • Save() - insta save current Data to a file, returns async Task
  • SaveDelay() - put save operation in a queue, if the same file is going to be saved twice, just a single call will be executed. Very useful when data changes very often and required to call Save often as well. You may call SaveDelay as many times as needed and do not worry about wasting CPU resources for continuously writing data into a file.

How to use in MonoBehaviour

using Extensions.Saver;

public class TestMonoBehaviourSaver : SaverMonoBehaviour<TestData>
{
    protected override string SaverPath => "TestDatabase";
    protected override string SaverFileName => "testMonoBehaviour.data";
}

How to use in ScriptableObject

using UnityEngine;
using Extensions.Saver;

[CreateAssetMenu(menuName = "Example (Saver)/Test Scriptable Object Saver", fileName = "Test Scriptable Object Saver", order = 0)]
public class TestScriptableObjectSaver : SaverScriptableObject<TestData>
{
    protected override string SaverPath => "TestDatabase";
    protected override string SaverFileName => "testScriptableObject.data";

    protected override void OnDataLoaded(TestData data)
    {
        
    }
}

How to use in C# class

using System;
using System.Threading.Tasks;
using Extensions.Saver;

public class TestClassSaver
{
    public Saver<TestData> saver;

    // Should be called from the main thread, in the Awake or Start method for example
    public void Init()
    {
        saver = new Saver<TestData>("TestDatabase", "testClass.data", new TestData());
    }

    public TestData Load() => saver?.Load();

    public async Task Save(Action onComplete = null) => await saver?.Save(onComplete);
}

About

Unity Saver extension provides ability to save any data type of any size in three different possible locations with device related encryption.

Resources

License

Stars

Watchers

Forks

Packages

No packages published