A production-ready save system for Unity 2022.3+. Multiple formats, cloud sync, multi-slot support, autosave, and a full Editor toolset — drop it in and never write save code again.

Everything the engine should have shipped with.
Binary, JSON, Text, and PlayerPrefs out of the box. Switch formats without changing your game code.
Unity Cloud Save and Steam Cloud Save supported. Both are conditionally compiled — only active when the SDK is present.
Full multi-slot support so players can keep independent saves. Includes a ready-to-use slot selection UI you can customize.
Interval-based and event-driven autosave, configured visually in the Editor. No code required.
Composable per-profile: protect files from tampering, shrink them on disk, or sign them to detect corruption.
Visual config, debug views, and the ability to simulate save and load operations without entering Play Mode.
Drop the package in, configure your save profile in the Editor, then call WagSave.Save() and WagSave.Load(). Format, cloud, and encryption are all set from the inspector.
// 1. Define your save data public class MySaveData { public int level; public float timePlayed; public List<string> unlockedItems; } // 2. Save and load — that's it using WaggleBum.WagSave; WagSave.Save(saveData); var data = WagSave.Load<MySaveData>();
For any dev, any team size.
Source access & royalty-free distribution.
Unity 2022.3 and above — including Unity 2023 and Unity 6. Versions before 2022 LTS are not supported.
Desktop (Windows, macOS, Linux), mobile (iOS, Android), WebGL, and console. Cloud save is available via Unity Gaming Services and Steam — both are optional and only activate if the SDK is present in your project.
No — both are entirely optional. If the SDK is not in your project, those cloud formats are automatically disabled and will not appear in the Editor. Everything else works without them.
Yes. WagSave supports per-profile configuration, so you can use different formats for different use cases in the same game — for example, binary for save slots and PlayerPrefs for lightweight settings.
Yes. WagSave is built to be extended. You can implement the format interface to add a new output format, or override an existing one without modifying package source code. Same goes for serializers.
WagSave includes an extensive logging system and Editor debug views for inspecting save state, slot contents, and serializer output. You can also simulate save and load operations directly from the Editor without entering Play Mode.
Yes. Buy once, own it forever. We think subscriptions for dev tools are silly.