muharremtozan/unity-agent-skills

unity-data-persistence

Robust Save/Load system using Data Binding, Serializable DTOs, and swappable Data Service backends (File/JSON default). Supports per-entity GUID identity for saving multiple actors (player, inventory, enemies).

First seen Apr 19, 2026

Installation

$ npx skills add muharremtozan/unity-agent-skills --skill unity-data-persistence

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 13
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 3,402 B
  • docs SUMMARY.md 240 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 51 installs

SKILL.md

Unity Data Persistence

Implement a professional Save/Load system built around data binding: saveable objects hold a live reference to a DTO that is always up-to-date, making serialization near-instant and backend-agnostic.

Inspired by adammyhre/Unity-Inventory-System.

Core Architecture

SaveLoadSystem
    ├── IDataService  (FileDataService by default)
    │       └── ISerializer  (JsonSerializer by default)
    └── GameData  (your root DTO)
            ├── PlayerData   (ISaveable) ←─ Hero.Bind()
            └── InventoryData (ISaveable) ←─ Inventory.Bind()

Core Features

  1. Data Binding Pattern: MonoBehaviours hold a reference to their own DTO, so saving is just serializing GameData — no polling, no property walking.
  2. IBind\<T\> / ISaveable: Two interfaces that wire scene entities to their save data at scene load time.
  3. SerializableGuid: Stable, fast GUID identity (int-based comparison) for matching saved data to spawned entities.
  4. Swappable Backend: IDataService + ISerializer let you change from local JSON to Cloud/Binary with a one-line change.
  5. Multi-Entity Binding: List-based Bind<T, TData>(List<TData>) handles many-entity scenarios (enemies, spawners).

Core Files (Max 3)

  • PersistenceCore.cs.txtISerializer, JsonSerializer, IDataService, ISaveable, IBind<T>, SerializableGuid
  • FileDataService.cs.txt — Local disk implementation: Save, Load, Delete, DeleteAll, ListSaves
  • SaveLoadSystem.cs.txt — Persistent MonoBehaviour orchestrator with Bind<T,TData>() and public Save/Load/New API

Usage

Quick Start (Light Path — no binding needed)

// 1. Extend GameData with your fields
[Serializable] public class GameData {
    public string Name;
    public int Score;
}

// 2. Save / Load
SaveLoadSystem.Instance.gameData.Score = 100;
SaveLoadSystem.Instance.SaveGame();
SaveLoadSystem.Instance.LoadGame("MySave");

Full System (Pro Path — data binding)

// 1. Create a DTO
[Serializable] public class PlayerData : ISaveable {
    [field: SerializeField] public SerializableGuid Id { get; set; }
    public Vector3 position;
}

// 2. Implement IBind on your MonoBehaviour
public class PlayerEntity : MonoBehaviour, IBind<PlayerData> {
    [SerializeField] SerializableGuid id;
    PlayerData data;
    public SerializableGuid Id { get => id; set => id = value; }
    public void Bind (PlayerData d) { data = d; data.Id = id; transform.position = d.position; }
    void Update () { data.position = transform.position; } // write-through
}

// 3. Register in SaveLoadSystem.OnSceneLoaded
Bind<PlayerEntity, PlayerData>(gameData.playerData);

See references/guide.md for complete examples including multi-entity binding and backend swapping.

Key Principle

Design your data model first. The DTO structure IS your save format. Start simple (GameData with flat fields) — add binding only when entities need independent, restorable state.