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UltraSmartSaveInstance

  • A smart SaveInstance that correctly saves any games the way they look.

Usage

localprepass=loadstring(game:HttpGet("https://raw.githubusercontent.com/RiseBlox/UltraSmartSaveInstance/main/prepass.luau", true))()
localOptions= {} -- Full list @ https://luau.github.io/UniversalSynSaveInstance/api/SynSaveInstancelocalPrepassOptions= {
RequestsPerMinute=1350,
MaxInFlight=30,
ApiUrl="https://api.lua.expert/decompile",
Verbose=true,
SkipPrepass=false, -- skip cache warm-up, go straight to USSISkipSaveInstance=false, -- run only the prepass, don't call USSI
}
prepass(Options, PrepassOptions)

What's different from the original / Why use this version

  • Faster, lighter saves - the file is assembled with a table buffer instead of repeated string concatenation, fixing the O(n²) growth that caused "not enough memory" on large games.
  • Terrain SmoothGrid / PhysicsGrid are serialized and render properly.
  • Unions render correctly - Re-enabled gethiddenproperty during the save (it was being disabled unconditionally) so the union's MeshData2 is actually read, and stopped IgnoreSharedStrings from dropping the MeshData2 / ChildData2 / PhysicalConfigData SharedStrings. On executors that can't read union mesh data, unions fall back to a visible bounding-box Part instead of being invisible.
  • Part Color & Size are saved - uses the official Roblox CDN API dump (other dumps strip the serialized Color3uint8 / size members, which made parts load grey & default-sized).
  • Decals, images & sounds are saved - the new Content DataType (Image / Texture / SoundId) is handled.

Credits