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Ultimate Save And Load preview
Unity

Ultimate Save And Load

By IntenseNation

Current price
$4.99
Lowest recorded
$4.99
5/ 5 (4) 22 likes
Ultimate Save And Load preview 1 1 / 4

Price history

Lowest recorded standalone price: $4.99. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.

Recorded prices for Ultimate Save And Load Price history over the last three months. The solid stepped line shows standalone prices, including inferred periods. Blue lines with diamond markers show bundle package prices. Offer details follow the graph. $0.00 $2.50 $4.99 Aug 8, 2026 Nov 8, 2026
Standalone price

Last three months, in USD. Bundle prices cover the whole package.

About Ultimate Save And Load

  • Tools, Systems & Learning > Game Templates & Systems
Ultimate Save And Load is an easy and fast alternative to PlayerPrefs but with more advanced features that makes saving and loading easier. Don't want anyone to tamper with save files? Easy! With the built-in serializable this makes sure that your files are safe by default. Easily implement save profiles. By changing the selected save file name the asset loads and saves new data using this new file name. Supports converting saved data in file to and from an array of bytes which is used by most of the cloud storage services. Save files can be easily exchanged from a device to another with a simple drag and drop, which helps increase your game's lifetime. This asset was made modular to make it easier to add any new save types. This asset is used to save/load objects in a physics building game, this code is stress tested to handle a huge amount of objects spawned by the player, it's also used for normal stuff like saving player progress and so on. You can call any of these methods by your script to save/load (SaveInt, SaveBoolean, SaveFloat, SaveString, etc.). To load just use Load instead of Save like so (LoadInt). You first need to call SaveAndLoad script then call any supported method from above like (SaveInt) then pass a unique key and the value you want. SaveAndLoad.SaveInt(key, value);. This asset will be compatible with the current and all the upcoming IntenseNation's complete projects, and it will be implemented and ready-to-go to help ease the saving and loading process. String, Int, Float, Bool, Vector2, Vector3, Vector4. Beginner-friendly documentation to ease the setup process, the code is well written and is documented as well. There is a demo included that has 3 buttons, one to save the other to load, and the last one generates a random float and int to make it easier to test the asset.

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