unity-save-system

unity-save-system is a skill for Claude Code from Nice-Wolf-Studio/unity-claude-skills. It costs 65 tokens per session (3,634 once invoked), scanned B, original, MIT.

A guide for designing how a Unity game saves and loads player data. It covers data formats, version changes, cloud synchronization, local storage, and automatic saving across devices such as phones.

In plain words
What is it for?
Choosing JSON or binary storage, defining versioned save data, planning migrations, configuring cloud saves, limiting PlayerPrefs to suitable settings, and designing auto-save behavior.
Why use it?
It helps prevent fragile save files, unsuitable use of PlayerPrefs, and data loss when the game's save format changes. It also highlights mobile persistence and safe serialization choices.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity plugin — 35 skills shipped together

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/nice-wolf-studio/unity-claude-skills/unity-save-system
Any agent
npx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-save-system
Clone the repo
git clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 35 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-save-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-save-system.svg)](https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-save-system)
Your own site
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-save-system"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-save-system.svg" alt="Measured on agentmods" height="20"></a>
Per session 65 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,634 The whole file, excluding the scripts and references it only reads on demand.
Security scan B 1 finding. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00065 $0.03634
Opus 5 $0.00032 $0.01817
Sonnet 5 $0.00013 $0.00727
Haiku 4.5 $0.00006 $0.00363

Measured 6d ago against content hash 5ed497c91af6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade B, and why

unity-save-system scanned grade B with 1 finding against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Unrestricted tool accessmediumExcessive agency

A wildcard tool grant or "run any command" leaves no least-privilege boundary at all.

GOTCHA: `BinaryFormatter` is a security hole -- deserialization can execute arbitrary code. Unity and Microsoft have deprecated it. If you find it in existing code, replace it immediately. `JsonUtility` cannot serialize
Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/unity-save-system/SKILL.md · 398 lines

How it starts

The opening of the file, as written. The whole thing — 398 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.

SCAFFOLD (JSON save/load):

using System.IO;
using UnityEngine;

public static class SaveFileIO
{
    public static void SaveJson<T>(T data, string fileName)
    {
        string path = GetSavePath(fileName);
        string json = JsonUtility.ToJson(data, prettyPrint: true);

        // Write to temp file first, then rename (atomic write)
        string tempPath = path + ".tmp";
        File.WriteAllText(tempPath, json);
        if (File.Exists(path))
            File.Replace(tempPath, path, path + ".bak");
        else
            File.Move(tempPath, path);
    }

    public static T LoadJson<T>(string fileName) where T : new()
    {
        string path = GetSavePath(fileName);
        if (!File.Exists(path)) return new T();

        string json = File.ReadAllText(path);
        return JsonUtility.FromJson<T>(json);
    }

    public static bool SaveExists(string fileName) =>
        File.Exists(GetSavePath(fileName));

    public static void DeleteSave(string fileName)
    {
        string path = GetSavePath(fileName);
        if (File.Exists(path)) File.Delete(path);
        if (File.Exists(path + ".bak")) File.Delete(path + ".bak");
    }

    static string GetSavePath(string fileName) =>
        Path.Combine(Application.persistentDataPath, fileName);
}

Read the full file on GitHub · 398 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 6d ago First seen · 398 lines · 65 tokens per session scan B 5ed497c91af6

Subscribe to this mod's changes

unity-save-system is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo ago), licensed MIT. It adds 65 tokens to every session and 3,634 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it B with 1 finding (unrestricted tool access). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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