Unity
Crystal Save | An Integration for Playmaker (requires Crystal Save)
By Arawn
$39
Rated 0.0/5 from 1 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $39. The latest store price is $39, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $39 | Latest store price |
About Crystal Save | An Integration for Playmaker (requires Crystal Save)
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
Unlock Full Save & Settings Control
This integration lets you harness the full power of Crystal Save—SaveManager and UserSettingsManager—directly from FSMs. Without writing a single line of code, you can build complete save/load flows, manage user graphics and audio settings, display thumbnails of saved games, and more.
Key Features
• Async-Safe SaveSlot Access – Every action automatically waits for slots to finish loading, so your FSM never runs ahead of the save system.
• Screenshot Support – Grab the latest save screenshot or pull any slot’s image by index or name, then assign it to a RawImage or FsmTexture.
• Slot Metadata Actions – Query slot names, numbers, and formatted last-saved timestamps to populate menus or UI lists.
• Full User Settings Coverage – Retrieve resolution, fullscreen flag, target FPS, audio volumes (Master, SFX, Voice), graphics quality, shadow distances, VSync count, texture quality, locale code, and more—no C# required.
• Camera & Post-Processing Overrides – Read HDRP/URP toggles (Motion Blur, Bloom, Depth of Field, Chromatic Aberration, etc.), DLSS/FSR2 settings, and antialiasing modes all via FSM.
• Instant Integration – Simply import the package, ensure your scripting defines are set, and find “Crystal Save” under the Action Browser.
Why You’ll Love It
• Visual Scripting, Zero Coding – Build menus, settings panels, and save/load sequences
• Asynchronous-Aware – Actions subscribe to OnSaveSlotsUpdated behind the scenes, preventing “no slot” errors on game launch.
• Modular & Future-Proof – Supports optional HDRP/URP features, NVIDIA DLSS, MemoryPack, and more. You only compile what you need.
• Rapid Prototyping – Get up and running in minutes: link RawImages to screenshots, drive UI sliders from user settings, or branch FSM states based on save-slot existence.
This integration lets you harness the full power of Crystal Save—SaveManager and UserSettingsManager—directly from FSMs. Without writing a single line of code, you can build complete save/load flows, manage user graphics and audio settings, display thumbnails of saved games, and more.
Key Features
• Async-Safe SaveSlot Access – Every action automatically waits for slots to finish loading, so your FSM never runs ahead of the save system.
• Screenshot Support – Grab the latest save screenshot or pull any slot’s image by index or name, then assign it to a RawImage or FsmTexture.
• Slot Metadata Actions – Query slot names, numbers, and formatted last-saved timestamps to populate menus or UI lists.
• Full User Settings Coverage – Retrieve resolution, fullscreen flag, target FPS, audio volumes (Master, SFX, Voice), graphics quality, shadow distances, VSync count, texture quality, locale code, and more—no C# required.
• Camera & Post-Processing Overrides – Read HDRP/URP toggles (Motion Blur, Bloom, Depth of Field, Chromatic Aberration, etc.), DLSS/FSR2 settings, and antialiasing modes all via FSM.
• Instant Integration – Simply import the package, ensure your scripting defines are set, and find “Crystal Save” under the Action Browser.
Why You’ll Love It
• Visual Scripting, Zero Coding – Build menus, settings panels, and save/load sequences
• Asynchronous-Aware – Actions subscribe to OnSaveSlotsUpdated behind the scenes, preventing “no slot” errors on game launch.
• Modular & Future-Proof – Supports optional HDRP/URP features, NVIDIA DLSS, MemoryPack, and more. You only compile what you need.
• Rapid Prototyping – Get up and running in minutes: link RawImages to screenshots, drive UI sliders from user settings, or branch FSM states based on save-slot existence.