unity-save-system

Installation
SKILL.md

Save/Load Systems -- Decision Patterns

Prerequisite skills: unity-lifecycle (OnApplicationPause, OnApplicationQuit, quit sequence), unity-data-driven (JSON serialization, versioning), unity-packages-services (Cloud Save API), unity-async-patterns (BackgroundThreadAsync)

These patterns address the most common save system failure: Claude uses PlayerPrefs for everything, produces brittle serialization with no versioning, and ignores mobile-specific persistence requirements.


PATTERN: Serialization Format Selection

WHEN: Choosing how to serialize save data to disk

DECISION:

  • JSON (JsonUtility) -- Human-readable, debuggable, small save files. No dictionary/polymorphism. Best default for most games.
  • JSON (Newtonsoft) -- Full JSON features (dictionaries, polymorphism, LINQ). Slightly larger dependency. Best when save data is complex.
  • Binary (custom or MessagePack) -- Performance-critical, large saves, anti-cheat (harder to edit). Not human-readable. Best for competitive games or very large worlds.
  • BinaryFormatter -- NEVER USE. Security vulnerability (arbitrary code execution on deserialization). Deprecated by Unity and Microsoft.
Related skills
Installs
16
GitHub Stars
14
First Seen
Mar 19, 2026