Crystal Save Professional | Save System & Save Migration
By Arawn
Rated 5.0/5 from 18 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: $34.50. The latest store price is $79.
View 5 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $79 | Latest store price | |
| $79 | Unity Permanent Increase 2026-10-03 2026-10-10 | |
| $34.50 | Unity Discount 2026-07-29 2026-08-12 | |
| $69 | Unity Permanent Increase 2026-07-15 2026-07-22 | |
| $59 | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Crystal Save Professional | Save System & Save Migration
- Tools, Systems & Learning > Game Templates & Systems
Cloud + Local in one API — flip one toggle to move all slots to Unity Cloud Save or Supabase with local mirroring and encryption; helper methods handle sign-in for Unity, Steam, Google, Apple, Facebook or anonymous players. For cloud service compatibility: Save optionally in JSON Format.
Procedural GameObject Saving — track and restore runtime-modified prefabs or fully code-generated objects; perfect for roguelikes, crafting systems, procedural dungeons, player-built structures, and dynamic weapon modding.
Version-safe Save Migration — every save blob carries your game's semantic version; the built-in Migration Manager upgrades older data on the fly.
Streaming Deferred Prefabs — Crystal Save can stagger the restoration of deferred prefabs so they only instantiate when a player gets close enough. The DeferredPrefabRadiusStreamer handles distance checks per scene (or globally), caching deferred entries and reviving them on demand. Designer-friendly actions/nodes via Game Creator 2 or Playmaker let you also trigger instantiation via quests, cutscenes, or trigger volumes.
MySQL & Network Backend — connect Crystal Save directly to your own MySQL database; store player progress, inventories, and world states on your server with a single config swap. Built-in connection pooling, async queries, and retry logic keep the game responsive even on flaky connections.
Targeted Restore — load just one GameObject (vendor UI, boss arena, player bag) without reloading the scene.
Metadata Import (Beta) — bring in save-slot metadata from other Crystal Save titles to continue stories across genres. Drop JSON, base64, or binary blobs into SaveMetadataImportSource; encrypted data needs the matching key. Perfect for cross-game narratives, sequels, and event rewards.
Server-Side Encryption — keep your master encryption key off the client entirely. Set CloudCryptoMode.ServerSide and Crystal Save delegates all crypto to your cloud backend...no secret baked into the build, nothing to extract or reverse-engineer.
Pooled & Runtime Prefab Support — objects spawned from a Crystal Save pool or via the custom instantiate method get fresh GUIDs, auto-register, and soft-unregister on despawn. Perfect for bullet-hell shooters, heavy VFX, endless runners.
Persistent Manager — one call marks objects DontDestroyOnLoad; duplicate detection stops clone spam across scenes.
Event-rich API — hooks for slot updates, per-object restore, load progress, failures, screenshots and more.
MemoryPack Serializer — ultra-fast, zero-GC binary format smaller and quicker than JSON/BinaryFormatter; used for prefab mods, snapshots and custom blobs.
Prefab & Component Diffs — stores only changes (added components, mesh/material swaps, particle timelines, child active states), keeping files tiny even for dynamic characters.
Scene-object registry + destroyed-object tracking — resurrect or ignore objects removed mid-play; perfect for breakables, pick-ups, enemy corpses, roguelikes, construction sims.
Screenshot & metadata mirroring — auto-thumbnails and optional local mirror even with Cloud Save.
Non-Destructive Save Migration
Optional User Settings (JSON-backed) — Drop the UserSettingsManager into your bootstrap scene if you want a single JSON to persist resolution, FPS cap, HDRP/URP post-processing toggles, audio mixer volumes and localisation codes. One call saves or loads player options; a second call pushes them live. Works offline and syncs seamlessly when you enable Cloud Save. Totally optional—skip it if you already have a custom options pipeline.
Drop Crystal Save into your project, tick the boxes you need, and your players' progress is protected today and after every update.