├── .gitignore ├── LICENSE ├── OdinSaveGame ├── Assets │ ├── OdinSaveGame.meta │ ├── OdinSaveGame │ │ ├── Editor.meta │ │ ├── Editor │ │ │ ├── SaveGameEditor.cs │ │ │ └── SaveGameEditor.cs.meta │ │ ├── SaveGame.cs │ │ ├── SaveGame.cs.meta │ │ ├── SaveGameObject.cs │ │ └── SaveGameObject.cs.meta │ ├── Plugins.meta │ ├── Plugins │ │ ├── Sirenix.meta │ │ └── Sirenix │ │ │ ├── Odin Serializer.meta │ │ │ └── Odin Serializer │ │ │ ├── AOT.meta │ │ │ ├── AOT │ │ │ ├── OdinSerializer.dll │ │ │ ├── OdinSerializer.dll.mdb │ │ │ ├── OdinSerializer.dll.mdb.meta │ │ │ └── OdinSerializer.dll.meta │ │ │ ├── EditorOnly.meta │ │ │ ├── EditorOnly │ │ │ ├── OdinSerializer.dll │ │ │ ├── OdinSerializer.dll.mdb │ │ │ ├── OdinSerializer.dll.mdb.meta │ │ │ ├── OdinSerializer.dll.meta │ │ │ ├── OdinSerializer.xml │ │ │ └── OdinSerializer.xml.meta │ │ │ ├── JIT.meta │ │ │ ├── JIT │ │ │ ├── OdinSerializer.dll │ │ │ ├── OdinSerializer.dll.mdb │ │ │ ├── OdinSerializer.dll.mdb.meta │ │ │ └── OdinSerializer.dll.meta │ │ │ ├── License.txt │ │ │ ├── License.txt.meta │ │ │ ├── OdinBuildAutomation.cs │ │ │ ├── OdinBuildAutomation.cs.meta │ │ │ ├── Version.txt │ │ │ └── Version.txt.meta │ └── Scenes.meta ├── Packages │ └── manifest.json └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Matt Shepcar 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/OdinSaveGame.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57ec4e012634fd2479961f497402ce46 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/OdinSaveGame/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9223ab8a873840642b62ee0f107f28ba 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/OdinSaveGame/Editor/SaveGameEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | [CustomEditor(typeof(SaveGame))] 6 | public class SaveGameEditor : Editor 7 | { 8 | public override void OnInspectorGUI() 9 | { 10 | DrawDefaultInspector(); 11 | 12 | if (GUILayout.Button("Add prefabs used in scene")) 13 | { 14 | SaveGame saveGame = (SaveGame)target; 15 | foreach (var savegameobj in GameObject.FindObjectsOfType()) 16 | { 17 | SaveGameObject prefab = (SaveGameObject)PrefabUtility.GetPrefabParent(savegameobj); 18 | if (prefab) 19 | saveGame.AddSaveablePrefab(prefab); 20 | } 21 | } 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/OdinSaveGame/Editor/SaveGameEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b5ffc90f38e5cf459efe9ae05e2ab55 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/OdinSaveGame/SaveGame.cs: -------------------------------------------------------------------------------- 1 | using OdinSerializer; 2 | using OdinSerializer.Utilities; 3 | using System; 4 | using System.Collections.Generic; 5 | using System.IO; 6 | using System.IO.Compression; 7 | using UnityEditor; 8 | using UnityEngine; 9 | 10 | interface ISaveable 11 | { 12 | bool Loaded { get; set; } 13 | void OnBeforeSave(); 14 | void OnAfterLoad(); 15 | } 16 | // Any classes derived from SaveableMonoBehaviour will be stored in the save game 17 | public abstract class SaveableMonoBehaviour : MonoBehaviour, ISaveable 18 | { 19 | public bool Loaded { get; set; } 20 | public virtual void OnBeforeSave() { } 21 | public virtual void OnAfterLoad() { } 22 | } 23 | 24 | public abstract class SaveableSerializedMonoBehaviour : SerializedMonoBehaviour, ISaveable 25 | { 26 | public bool Loaded { get; set; } 27 | public virtual void OnBeforeSave() { } 28 | public virtual void OnAfterLoad() { } 29 | } 30 | 31 | // Apply the SaveGameField attribute to any fields in a SaveableMonoBehaviour that you want to store in the save game 32 | [AttributeUsage(AttributeTargets.Field | AttributeTargets.Property)] 33 | public class SaveGameField : Attribute 34 | { 35 | } 36 | 37 | // Add a SaveGame component into a scene to support loading and saving of SaveableMonoBehaviour classes 38 | public class SaveGame : MonoBehaviour 39 | #if UNITY_EDITOR 40 | , ISerializationCallbackReceiver 41 | #endif 42 | { 43 | public enum Format 44 | { 45 | CompressedBinary, 46 | Binary, 47 | JSON, 48 | } 49 | // List of prefabs that can be recreated when loading a save game 50 | [SerializeField] List SaveablePrefabs; 51 | 52 | // If RequireSaveGameAttributeEverywhere is set then nested types also require 53 | // saveable fields to be flagged with the SaveGameField attribute. If not set then 54 | // standard unity serialization rules apply. 55 | [SerializeField] bool RequireSaveGameAttributeEverywhere = false; 56 | 57 | #if UNITY_EDITOR 58 | public void AddSaveablePrefab(SaveGameObject prefab) 59 | { 60 | if (!SaveablePrefabs.Contains(prefab)) 61 | SaveablePrefabs.Add(prefab); 62 | } 63 | 64 | void ISerializationCallbackReceiver.OnBeforeSerialize() 65 | { 66 | if (UnitySerializationUtility.ForceEditorModeSerialization) 67 | { 68 | // save the scene to ensure all supported object types are registered for AOT builds 69 | Save(Stream.Null); 70 | } 71 | } 72 | void ISerializationCallbackReceiver.OnAfterDeserialize() {} 73 | 74 | // Make sure all SaveablePrefabs are unique and are actually prefabs 75 | private void OnValidate() 76 | { 77 | var validPrefabs = new List(); 78 | foreach (SaveGameObject obj in SaveablePrefabs) 79 | if (obj != null && !validPrefabs.Contains(obj) && PrefabUtility.GetPrefabType(obj) == PrefabType.Prefab) 80 | validPrefabs.Add(obj); 81 | SaveablePrefabs = validPrefabs; 82 | } 83 | #endif 84 | 85 | ISerializationPolicy _serializationPolicy = 86 | new CustomSerializationPolicy("SaveGame", true, (member) => 87 | { 88 | return member.IsDefined(true); 89 | }); 90 | 91 | class ReferenceResolver : IExternalIndexReferenceResolver, IExternalStringReferenceResolver 92 | { 93 | Dictionary _objectToId = new Dictionary(); 94 | List _idToObject = new List(); 95 | public Dictionary RootObjects; 96 | 97 | public IExternalStringReferenceResolver NextResolver { get; set; } 98 | 99 | public void Register(object obj) 100 | { 101 | if (obj == null) 102 | Debug.LogWarning("Missing object reference"); 103 | else 104 | _objectToId.Add(obj, _idToObject.Count); 105 | _idToObject.Add(obj); 106 | } 107 | 108 | public bool CanReference(object value, out int index) 109 | { 110 | index = -1; 111 | return _objectToId.TryGetValue(value, out index); 112 | } 113 | 114 | public bool CanReference(object value, out string id) 115 | { 116 | id = null; 117 | var unityObject = value as UnityEngine.Object; 118 | if (unityObject == null) 119 | return false; 120 | Transform transform; 121 | if (value is Component) 122 | transform = ((Component)value).transform; 123 | else if (value is GameObject) 124 | transform = ((GameObject)value).transform; 125 | else 126 | return false; 127 | if (transform != unityObject) 128 | id = value.GetType().Name; 129 | while (transform != null) 130 | { 131 | int index; 132 | if (transform != unityObject && CanReference(transform, out index)) 133 | { 134 | id = string.Format("@{0}/{1}", index, id); 135 | break; 136 | } 137 | id = transform.name + "/" + id; 138 | transform = transform.parent; 139 | } 140 | return true; 141 | } 142 | 143 | public bool TryResolveReference(int index, out object value) 144 | { 145 | if (index < 0 || index >= _idToObject.Count) 146 | { 147 | value = null; 148 | return false; 149 | } 150 | value = _idToObject[index]; 151 | return true; 152 | } 153 | 154 | public bool TryResolveReference(string id, out object value) 155 | { 156 | string[] path = id.Split('/'); 157 | string type = path[path.Length - 1]; 158 | Transform transform = null; 159 | if (id[0] == '@' && TryResolveReference(int.Parse(path[0].Substring(1)), out value)) 160 | transform = value as Transform; 161 | else 162 | RootObjects.TryGetValue(path[0], out transform); 163 | for (int i = 1; transform != null && i < path.Length - 1; ++i) 164 | transform = transform.Find(path[i]); 165 | if (transform == null || type == "") 166 | value = transform; 167 | else if (type == "GameObject") 168 | value = transform.gameObject; 169 | else 170 | value = transform.GetComponent(type); 171 | return true; 172 | } 173 | } 174 | 175 | // Walk the scene searching for saveable objects. Cannot use GameObject.FindObjectsByType because 176 | // it does not return results in hierarchy order which is important to ensure correct prefab 177 | // reattachment and predictable serialization order. 178 | void FindSaveableObjects(Transform root, List prefabs, List saveables) 179 | { 180 | SaveGameObject saveGame = root.GetComponent(); 181 | if (saveGame != null) 182 | prefabs.Add(saveGame); 183 | foreach (ISaveable saveable in root.GetComponents()) 184 | saveables.Add(saveable); 185 | foreach (Transform child in root) 186 | FindSaveableObjects(child, prefabs, saveables); 187 | } 188 | 189 | void Save(Stream stream, DataFormat format) 190 | { 191 | var context = new SerializationContext(); 192 | if (RequireSaveGameAttributeEverywhere) 193 | context.Config.SerializationPolicy = _serializationPolicy; 194 | var resolver = new ReferenceResolver(); 195 | context.IndexReferenceResolver = resolver; 196 | context.StringReferenceResolver = resolver; 197 | var writer = SerializationUtility.CreateWriter(stream, context, format); 198 | 199 | var prefabs = new List(); 200 | var saveables = new List(); 201 | foreach (GameObject go in gameObject.scene.GetRootGameObjects()) 202 | FindSaveableObjects(go.transform, prefabs, saveables); 203 | 204 | #if UNITY_EDITOR 205 | if (UnitySerializationUtility.ForceEditorModeSerialization) 206 | { 207 | // ensure all types are visited for AOT scan 208 | foreach (var prefab in SaveablePrefabs) 209 | FindSaveableObjects(prefab.transform, prefabs, saveables); 210 | } 211 | #endif 212 | 213 | // for each prefab instance store the prefab name and a reference to its parent transform 214 | var transformSerializer = Serializer.Get(); 215 | var prefabsByName = PrefabsByName(); 216 | writer.BeginStructNode("prefabs", null); 217 | foreach (SaveGameObject obj in prefabs) 218 | { 219 | if (prefabsByName.ContainsKey(obj.PrefabName)) 220 | { 221 | writer.BeginStructNode(null, null); 222 | writer.WriteString("prefab", obj.PrefabName); 223 | transformSerializer.WriteValue("parent", obj.transform.parent, writer); 224 | resolver.Register(obj.transform); 225 | writer.EndNode(null); 226 | } 227 | else 228 | { 229 | Debug.LogErrorFormat("Failed serialising {0} due to missing prefab {1} in SaveablePrefabs list", obj, obj.PrefabName); 230 | } 231 | } 232 | writer.EndNode("prefabs"); 233 | 234 | var saveableSerializer = Serializer.Get(); 235 | writer.BeginStructNode("saveables", null); 236 | foreach (ISaveable saveable in saveables) 237 | { 238 | MonoBehaviour unityObject = saveable as MonoBehaviour; 239 | writer.BeginStructNode(unityObject.name, unityObject.GetType()); 240 | saveableSerializer.WriteValueWeak("$object", unityObject, writer); 241 | resolver.Register(unityObject); 242 | saveable.OnBeforeSave(); 243 | IFormatter formatter = FormatterLocator.GetFormatter(unityObject.GetType(), _serializationPolicy); 244 | formatter.Serialize(saveable, writer); 245 | writer.EndNode(unityObject.name); 246 | } 247 | writer.EndNode("saveables"); 248 | writer.FlushToStream(); 249 | } 250 | Dictionary PrefabsByName() 251 | { 252 | var prefabsByName = new Dictionary(SaveablePrefabs.Count); 253 | foreach (var prefab in SaveablePrefabs) 254 | prefabsByName[prefab.PrefabName] = prefab; 255 | return prefabsByName; 256 | } 257 | 258 | void Load(Stream stream, DataFormat format = DataFormat.Binary) 259 | { 260 | var context = new DeserializationContext(); 261 | if (RequireSaveGameAttributeEverywhere) 262 | context.Config.SerializationPolicy = _serializationPolicy; 263 | var resolver = new ReferenceResolver(); 264 | context.IndexReferenceResolver = resolver; 265 | context.StringReferenceResolver = resolver; 266 | IDataReader reader = SerializationUtility.CreateReader(stream, context, format); 267 | 268 | // destroy old prefab instances 269 | foreach (SaveGameObject obj in GameObject.FindObjectsOfType()) 270 | GameObject.DestroyImmediate(obj.gameObject); 271 | 272 | // set up resolver root objects 273 | GameObject[] rootObjects = gameObject.scene.GetRootGameObjects(); 274 | resolver.RootObjects = new Dictionary(rootObjects.Length); 275 | foreach (GameObject go in rootObjects) 276 | resolver.RootObjects[go.name] = go.transform; 277 | 278 | Type type; 279 | if (reader.EnterNode(out type) && reader.CurrentNodeName == "prefabs") 280 | { 281 | // instantiate saved prefab instances 282 | var serializer = Serializer.Get(); 283 | var prefabsByName = PrefabsByName(); 284 | while (reader.EnterNode(out type)) 285 | { 286 | string prefabName; 287 | if (reader.ReadString(out prefabName)) 288 | { 289 | Transform transform = serializer.ReadValue(reader); 290 | Transform instance = null; 291 | SaveGameObject prefabObj; 292 | if (prefabsByName.TryGetValue(prefabName, out prefabObj)) 293 | instance = GameObject.Instantiate(prefabObj, transform).transform; 294 | else 295 | Debug.LogWarningFormat("Missing prefab {0} in SaveablePrefabs list", prefabName); 296 | resolver.Register(instance); 297 | reader.ExitNode(); 298 | } 299 | } 300 | reader.ExitNode(); 301 | } 302 | 303 | if (reader.EnterNode(out type) && reader.CurrentNodeName == "saveables") 304 | { 305 | var serializer = Serializer.Get(); 306 | while (reader.EnterNode(out type)) 307 | { 308 | var saveable = serializer.ReadValueWeak(reader) as ISaveable; 309 | resolver.Register(saveable); 310 | if (saveable != null) 311 | { 312 | IFormatter formatter = FormatterLocator.GetFormatter(saveable.GetType(), _serializationPolicy); 313 | formatter.Deserialize(saveable, reader); 314 | saveable.Loaded = true; 315 | saveable.OnAfterLoad(); 316 | } 317 | reader.ExitNode(); 318 | } 319 | reader.ExitNode(); 320 | } 321 | } 322 | 323 | // Get full filename for saved data from name with or without path and extension 324 | public string GetFilename(string name, Format format = Format.CompressedBinary) 325 | { 326 | if (!Path.IsPathRooted(name)) 327 | name = Path.Combine(Application.persistentDataPath, name); 328 | if (!Path.HasExtension(name)) 329 | name = Path.ChangeExtension(name, format == Format.JSON ? "json" : "bin"); 330 | return name; 331 | } 332 | 333 | public byte[] Save(Format format = Format.CompressedBinary) 334 | { 335 | var stream = new MemoryStream(); 336 | Save(stream, format); 337 | return stream.ToArray(); 338 | } 339 | public void Save(Stream stream, Format format = Format.CompressedBinary) 340 | { 341 | if (format == Format.CompressedBinary) 342 | { 343 | using (var compressedStream = new DeflateStream(stream, CompressionMode.Compress)) 344 | { 345 | Save(compressedStream, Format.Binary); 346 | } 347 | } 348 | else 349 | { 350 | Save(stream, format == Format.Binary ? DataFormat.Binary : DataFormat.JSON); 351 | } 352 | } 353 | public void Save(string name, Format format = Format.CompressedBinary) 354 | { 355 | using (var stream = new FileStream(GetFilename(name, format), FileMode.Create)) 356 | Save(stream, format); 357 | } 358 | 359 | public void Load(byte[] data, Format format = Format.CompressedBinary) 360 | { 361 | var stream = new MemoryStream(); 362 | stream.Write(data, 0, data.Length); 363 | stream.Position = 0; 364 | Load(stream, format); 365 | } 366 | public void Load(string name, Format format = Format.CompressedBinary) 367 | { 368 | using (var stream = new FileStream(GetFilename(name, format), FileMode.Open)) 369 | Load(stream, format); 370 | } 371 | public void Load(Stream stream, Format format = Format.CompressedBinary) 372 | { 373 | if (format == Format.CompressedBinary) 374 | { 375 | using (var compressedStream = new DeflateStream(stream, CompressionMode.Decompress)) 376 | { 377 | Load(compressedStream, Format.Binary); 378 | } 379 | } 380 | else 381 | { 382 | Load(stream, format == Format.Binary ? DataFormat.Binary : DataFormat.JSON); 383 | } 384 | } 385 | } 386 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/OdinSaveGame/SaveGame.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c833ab97ab6720c49bbf6465c01660ab 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/OdinSaveGame/SaveGameObject.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | // Add a SaveGameObject to any prefabs you want to save instances of in your save game data 5 | public class SaveGameObject : SaveableMonoBehaviour 6 | #if UNITY_EDITOR 7 | , ISerializationCallbackReceiver 8 | #endif 9 | { 10 | [HideInInspector] public string PrefabName; 11 | 12 | class TransformData 13 | { 14 | [SaveGameField] public Vector3 localPosition; 15 | [SaveGameField] public Quaternion localRotation; 16 | [SaveGameField] public Vector3 localScale; 17 | } 18 | [SaveGameField] TransformData _transform 19 | { 20 | get 21 | { 22 | return new TransformData 23 | { 24 | localPosition = transform.localPosition, 25 | localRotation = transform.localRotation, 26 | localScale = transform.localScale 27 | }; 28 | } 29 | set 30 | { 31 | transform.localPosition = value.localPosition; 32 | transform.localRotation = value.localRotation; 33 | transform.localScale = value.localScale; 34 | } 35 | } 36 | 37 | #if UNITY_EDITOR 38 | void ISerializationCallbackReceiver.OnBeforeSerialize() 39 | { 40 | if (Application.isEditor) 41 | { 42 | SaveGameObject prefab = this; 43 | if (PrefabUtility.GetPrefabType(this) != PrefabType.Prefab) 44 | { 45 | prefab = (SaveGameObject)PrefabUtility.GetPrefabParent(this); 46 | } 47 | if (prefab != null) 48 | { 49 | PrefabName = AssetDatabase.GetAssetPath(prefab); 50 | } 51 | } 52 | } 53 | void ISerializationCallbackReceiver.OnAfterDeserialize() 54 | { } 55 | #endif 56 | } 57 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/OdinSaveGame/SaveGameObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57e807476dac8dd44a369e8360a7e091 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Plugins.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 901b2b44f36d0d8428dd1e0d8b1959d4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Plugins/Sirenix.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1c04186d93c06224db125f4bcc895133 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Plugins/Sirenix/Odin Serializer.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d8bc3a4ed0d52f4692a25d00d27ac0c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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992d6b7c1aa20144a99fcedba2af2b4d 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | isPreloaded: 0 9 | isOverridable: 0 10 | platformData: 11 | - first: 12 | '': Any 13 | second: 14 | enabled: 0 15 | settings: 16 | Exclude Editor: 1 17 | Exclude Linux: 1 18 | Exclude Linux64: 1 19 | Exclude LinuxUniversal: 1 20 | Exclude OSXIntel: 1 21 | Exclude OSXIntel64: 1 22 | Exclude OSXUniversal: 1 23 | Exclude Win: 1 24 | Exclude Win64: 1 25 | - first: 26 | '': Editor 27 | second: 28 | enabled: 0 29 | settings: 30 | CPU: AnyCPU 31 | OS: AnyOS 32 | - first: 33 | Android: Android 34 | second: 35 | enabled: 1 36 | settings: {} 37 | - first: 38 | Any: 39 | second: 40 | enabled: 0 41 | settings: {} 42 | - first: 43 | Editor: Editor 44 | second: 45 | enabled: 0 46 | settings: 47 | DefaultValueInitialized: true 48 | - first: 49 | Facebook: Win 50 | second: 51 | enabled: 0 52 | settings: 53 | CPU: AnyCPU 54 | - first: 55 | Facebook: Win64 56 | second: 57 | enabled: 0 58 | settings: 59 | CPU: AnyCPU 60 | - first: 61 | Nintendo 3DS: N3DS 62 | second: 63 | enabled: 1 64 | settings: {} 65 | - first: 66 | Nintendo Switch: Switch 67 | second: 68 | enabled: 1 69 | settings: {} 70 | - first: 71 | PS4: PS4 72 | second: 73 | enabled: 1 74 | settings: {} 75 | - first: 76 | PSP2: PSP2 77 | second: 78 | enabled: 1 79 | settings: {} 80 | - first: 81 | Standalone: Linux 82 | second: 83 | enabled: 1 84 | settings: 85 | CPU: x86 86 | - first: 87 | Standalone: Linux64 88 | second: 89 | enabled: 1 90 | settings: 91 | CPU: x86_64 92 | - first: 93 | Standalone: LinuxUniversal 94 | second: 95 | enabled: 1 96 | settings: 97 | CPU: None 98 | - first: 99 | Standalone: OSXIntel 100 | second: 101 | enabled: 0 102 | settings: 103 | CPU: AnyCPU 104 | - first: 105 | Standalone: OSXIntel64 106 | second: 107 | enabled: 0 108 | settings: 109 | CPU: AnyCPU 110 | - first: 111 | Standalone: OSXUniversal 112 | second: 113 | enabled: 0 114 | settings: 115 | CPU: None 116 | - first: 117 | Standalone: Win 118 | second: 119 | enabled: 1 120 | settings: 121 | CPU: AnyCPU 122 | - first: 123 | Standalone: Win64 124 | second: 125 | enabled: 1 126 | settings: 127 | CPU: AnyCPU 128 | - first: 129 | WebGL: WebGL 130 | second: 131 | enabled: 1 132 | settings: {} 133 | - first: 134 | Windows Store Apps: WindowsStoreApps 135 | second: 136 | enabled: 1 137 | settings: 138 | CPU: AnyCPU 139 | - first: 140 | XboxOne: XboxOne 141 | second: 142 | enabled: 1 143 | settings: {} 144 | - first: 145 | iPhone: iOS 146 | second: 147 | enabled: 1 148 | settings: {} 149 | - first: 150 | tvOS: tvOS 151 | second: 152 | enabled: 1 153 | settings: {} 154 | userData: 155 | assetBundleName: 156 | assetBundleVariant: 157 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Plugins/Sirenix/Odin Serializer/EditorOnly.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 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PluginImporter: 6 | serializedVersion: 2 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | isOverridable: 0 11 | platformData: 12 | data: 13 | first: 14 | '': Any 15 | second: 16 | enabled: 0 17 | settings: 18 | Exclude Editor: 1 19 | Exclude Linux: 1 20 | Exclude Linux64: 1 21 | Exclude LinuxUniversal: 1 22 | Exclude OSXIntel: 1 23 | Exclude OSXIntel64: 1 24 | Exclude OSXUniversal: 1 25 | Exclude Win: 1 26 | Exclude Win64: 1 27 | data: 28 | first: 29 | '': Editor 30 | second: 31 | enabled: 0 32 | settings: 33 | CPU: AnyCPU 34 | OS: AnyOS 35 | data: 36 | first: 37 | Any: 38 | second: 39 | enabled: 0 40 | settings: {} 41 | data: 42 | first: 43 | Editor: Editor 44 | second: 45 | enabled: 0 46 | settings: 47 | DefaultValueInitialized: true 48 | data: 49 | first: 50 | Facebook: Win 51 | second: 52 | enabled: 0 53 | settings: 54 | CPU: AnyCPU 55 | data: 56 | first: 57 | Facebook: Win64 58 | second: 59 | enabled: 0 60 | settings: 61 | CPU: AnyCPU 62 | data: 63 | first: 64 | 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| userData: 126 | assetBundleName: 127 | assetBundleVariant: 128 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Plugins/Sirenix/Odin Serializer/License.txt: -------------------------------------------------------------------------------- 1 |  Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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In no event and under no legal theory, 154 | whether in tort (including negligence), contract, or otherwise, 155 | unless required by applicable law (such as deliberate and grossly 156 | negligent acts) or agreed to in writing, shall any Contributor be 157 | liable to You for damages, including any direct, indirect, special, 158 | incidental, or consequential damages of any character arising as a 159 | result of this License or out of the use or inability to use the 160 | Work (including but not limited to damages for loss of goodwill, 161 | work stoppage, computer failure or malfunction, or any and all 162 | other commercial damages or losses), even if such Contributor 163 | has been advised of the possibility of such damages. 164 | 165 | 9. Accepting Warranty or Additional Liability. While redistributing 166 | the Work or Derivative Works thereof, You may choose to offer, 167 | and charge a fee for, acceptance of support, warranty, indemnity, 168 | or other liability obligations and/or rights consistent with this 169 | License. However, in accepting such obligations, You may act only 170 | on Your own behalf and on Your sole responsibility, not on behalf 171 | of any other Contributor, and only if You agree to indemnify, 172 | defend, and hold each Contributor harmless for any liability 173 | incurred by, or claims asserted against, such Contributor by reason 174 | of your accepting any such warranty or additional liability. 175 | 176 | END OF TERMS AND CONDITIONS -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Plugins/Sirenix/Odin Serializer/License.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e6f7884a4f4d0c4681d13136d63964a 3 | timeCreated: 1529394043 4 | licenseType: Free 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Plugins/Sirenix/Odin Serializer/OdinBuildAutomation.cs: -------------------------------------------------------------------------------- 1 | #if UNITY_EDITOR 2 | namespace OdinSerializer.Utilities.Editor 3 | { 4 | using OdinSerializer.Editor; 5 | using UnityEditor; 6 | using UnityEditor.Build; 7 | using System.IO; 8 | using System; 9 | using System.Collections.Generic; 10 | using OdinSerializer.Utilities; 11 | #if UNITY_2018_1_OR_NEWER 12 | using UnityEditor.Build.Reporting; 13 | #endif 14 | 15 | public static class OdinBuildAutomation 16 | { 17 | private static readonly string EditorAssemblyPath; 18 | private static readonly string JITAssemblyPath; 19 | private static readonly string AOTAssemblyPath; 20 | private static readonly string GenerateAssembliesDir; 21 | 22 | static OdinBuildAutomation() 23 | { 24 | //var odinSerializerDir = new DirectoryInfo(typeof(AssemblyImportSettingsUtilities).Assembly.GetAssemblyDirectory()) 25 | // .Parent.FullName.Replace('\\', '/').TrimEnd('/'); 26 | 27 | string odinSerializerDir = "Assets/Plugins/Sirenix/Odin Serializer"; 28 | 29 | EditorAssemblyPath = odinSerializerDir + "/EditorOnly/OdinSerializer.dll"; 30 | AOTAssemblyPath = odinSerializerDir + "/AOT/OdinSerializer.dll"; 31 | JITAssemblyPath = odinSerializerDir + "/JIT/OdinSerializer.dll"; 32 | GenerateAssembliesDir = odinSerializerDir + "/Generated"; 33 | 34 | if (!File.Exists(EditorAssemblyPath)) throw new FileNotFoundException("Make sure all release configurations specified in the Visual Studio project are built.", EditorAssemblyPath); 35 | else if (!File.Exists(AOTAssemblyPath)) throw new FileNotFoundException("Make sure all release configurations specified in the Visual Studio project are built.", AOTAssemblyPath); 36 | else if (!File.Exists(JITAssemblyPath)) throw new FileNotFoundException("Make sure all release configurations specified in the Visual Studio project are built.", JITAssemblyPath); 37 | } 38 | 39 | public static void OnPreprocessBuild() 40 | { 41 | var scriptingBackend = AssemblyImportSettingsUtilities.GetCurrentScriptingBackend(); 42 | var activeBuildTarget = EditorUserBuildSettings.activeBuildTarget; 43 | var compileForAOT = scriptingBackend == ScriptingImplementation.IL2CPP || !AssemblyImportSettingsUtilities.JITPlatforms.Contains(activeBuildTarget); 44 | 45 | // The EditorOnly dll should aways have the same import settings. But lets just make sure. 46 | AssemblyImportSettingsUtilities.SetAssemblyImportSettings(EditorAssemblyPath, OdinAssemblyImportSettings.IncludeInEditorOnly); 47 | 48 | if (compileForAOT) 49 | { 50 | AssemblyImportSettingsUtilities.SetAssemblyImportSettings(AOTAssemblyPath, OdinAssemblyImportSettings.IncludeInBuildOnly); 51 | AssemblyImportSettingsUtilities.SetAssemblyImportSettings(JITAssemblyPath, OdinAssemblyImportSettings.ExcludeFromAll); 52 | } 53 | else 54 | { 55 | AssemblyImportSettingsUtilities.SetAssemblyImportSettings(AOTAssemblyPath, OdinAssemblyImportSettings.ExcludeFromAll); 56 | AssemblyImportSettingsUtilities.SetAssemblyImportSettings(JITAssemblyPath, OdinAssemblyImportSettings.IncludeInBuildOnly); 57 | } 58 | 59 | if (compileForAOT) 60 | { 61 | // Generates dll that contains all serialized generic type variants needed at runtime. 62 | List types; 63 | if (AOTSupportUtilities.ScanProjectForSerializedTypes(out types)) 64 | { 65 | AOTSupportUtilities.GenerateDLL(GenerateAssembliesDir, "OdinAOTSupport", types); 66 | } 67 | } 68 | } 69 | 70 | public static void OnPostprocessBuild() 71 | { 72 | // Delete Generated AOT support dll after build so it doesn't pollute the project. 73 | if (Directory.Exists(GenerateAssembliesDir)) 74 | { 75 | Directory.Delete(GenerateAssembliesDir, true); 76 | File.Delete(GenerateAssembliesDir + ".meta"); 77 | AssetDatabase.Refresh(); 78 | } 79 | } 80 | } 81 | 82 | #if UNITY_2018_1_OR_NEWER 83 | public class OdinPreBuildAutomation : IPreprocessBuildWithReport 84 | #else 85 | public class OdinPreBuildAutomation : IPreprocessBuild 86 | #endif 87 | { 88 | public int callbackOrder { get { return -1000; } } 89 | 90 | #if UNITY_2018_1_OR_NEWER 91 | public void OnPreprocessBuild(BuildReport report) 92 | { 93 | try 94 | { 95 | AssetDatabase.StartAssetEditing(); 96 | OdinBuildAutomation.OnPreprocessBuild(); 97 | } 98 | finally 99 | { 100 | AssetDatabase.StopAssetEditing(); 101 | } 102 | } 103 | #else 104 | public void OnPreprocessBuild(BuildTarget target, string path) 105 | { 106 | try 107 | { 108 | AssetDatabase.StartAssetEditing(); 109 | OdinBuildAutomation.OnPreprocessBuild(); 110 | } 111 | finally 112 | { 113 | AssetDatabase.StopAssetEditing(); 114 | } 115 | } 116 | #endif 117 | } 118 | 119 | #if UNITY_2018_1_OR_NEWER 120 | public class OdinPostBuildAutomation : IPostprocessBuildWithReport 121 | #else 122 | public class OdinPostBuildAutomation : IPostprocessBuild 123 | #endif 124 | { 125 | public int callbackOrder { get { return -1000; } } 126 | 127 | #if UNITY_2018_1_OR_NEWER 128 | public void OnPostprocessBuild(BuildReport report) 129 | { 130 | OdinBuildAutomation.OnPostprocessBuild(); 131 | } 132 | #else 133 | public void OnPostprocessBuild(BuildTarget target, string path) 134 | { 135 | OdinBuildAutomation.OnPostprocessBuild(); 136 | 137 | } 138 | #endif 139 | } 140 | } 141 | #endif -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Plugins/Sirenix/Odin Serializer/OdinBuildAutomation.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e4ef384b9f201624cac6e355c8b7550f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Plugins/Sirenix/Odin Serializer/Version.txt: -------------------------------------------------------------------------------- 1 | 1.0.0.0 -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Plugins/Sirenix/Odin Serializer/Version.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b0c2d9f5108bba48a284b35b29bb7e3 3 | timeCreated: 1529394043 4 | licenseType: Free 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /OdinSaveGame/Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f704ae4b4f98ae41a0bce26658850c1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /OdinSaveGame/Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /OdinSaveGame/ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /OdinSaveGame/ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /OdinSaveGame/ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 1 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /OdinSaveGame/ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/Scenes/SampleScene.unity 10 | guid: 99c9720ab356a0642a771bea13969a05 11 | m_configObjects: {} 12 | -------------------------------------------------------------------------------- /OdinSaveGame/ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 0 11 | m_SpritePackerMode: 0 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /OdinSaveGame/ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # unity-savegame 2 | Save game system for Unity using Odin Serializer. 3 | 4 | **NOTE:** This currently uses a forked version of odin-serializer which allows deserialization into existing classes. Sirenix will hopefully be adding this functionality in a future release. 5 | 6 | ## Usage 7 | 8 | Add the `[SaveGameField]` attribute to any field you wish to save in your `MonoBehaviour` classes and inherit from `SaveableMonoBehaviour` instead (or implement the `ISaveable` interface). Then add a `SaveGame` component somewhere in your scene and call `SaveGame.Save` and `SaveGame.Load` when you want to save or load the state of that scene. 9 | 10 | If you want any prefabs you have instantiated to persist in the save game you can add a `SaveGameObject` component to the root of the prefab. You also need to add these prefabs to the list of `SaveablePrefabs` in your `SaveGame` object. 11 | --------------------------------------------------------------------------------