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UniversalSave

  • Easy use of saves
  • Supports many data type (numeric types, unity vectors, Quaternion, Color, custom serializable structs and classes)
  • 2 different types save storage - PlayerPrefs or File System
  • 3 different serialization types - JsonUtility, JsonConvert, Binary
  • Can save/load textures

Requirements

  • Unity 2020.3+
  • Newtonsoft Json 3.0+

Installation

  • Import from package manager by local or git url (best way)
  • Import unitypackage from releases (without examples)

Instruction

Use the static class UniversalSave from namespace SG.Global.SaveSystem

  • UniversalSave.Set - set data by key

  • UniversalSave.Get - get data by key

  • UniversalSave.TryGet - try get data by key

  • UniversalSave.HasKey - check save key

  • UniversalSave.Save - save data for all keys

  • UniversalSave.DeleteKey - delete by key (for choosed save storage)

  • UniversalSave.DeleteAll - delete all saved data (for choosed save storage)

  • Methods for consistency with PlayerPrefs (for easy replacement PlayerPrefs.* to UniversalSave.*) To work without replacement with PlayerPrefs, you can immediately use just Set and Get - they work similarly.

    • UniversalSave.SetInt
    • UniversalSave.SetFloat
    • UniversalSave.SetString
    • UniversalSave.SetBool
    • UniversalSave.GetInt
    • UniversalSave.GetFloat
    • UniversalSave.GetString
    • UniversalSave.GetBool
  • UniversalSave.SetImage - set Texture2D by key

  • UniversalSave.TryGetImage - try get Texture2D by key

  • UniversalSave.DefaultSettings - for change default UniversalSaveSettings

Also the editor has the ability to save any texture by selecting "Save image" in the context menu of the texture.

UniversalSaveSettings

You can transfer different settings when using each method, or change the default settings at any time (within the game session). It is important to use the same settings for saving and loading.

  • StorageType - data storage (PlayerPrefs or FileSystem) (default - PlayerPrefs)
  • FormatterType - serialization way (JsonUtility, JsonConvert, Binary) (default - JsonUtility)

Each has its own advantages and disadvantages.

JsonConvert not work with unity types (but you can use Unity Converters for Newtonsoft.Json by jilleJr)

About

A simple universal save tool for Unity

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
GitHub - boristv/UniversalSave: A simple universal save tool for Unity · GitHub
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Repository files navigation

UniversalSave

  • Easy use of saves
  • Supports many data type (numeric types, unity vectors, Quaternion, Color, custom serializable structs and classes)
  • 2 different types save storage - PlayerPrefs or File System
  • 3 different serialization types - JsonUtility, JsonConvert, Binary
  • Can save/load textures

Requirements

  • Unity 2020.3+
  • Newtonsoft Json 3.0+

Installation

  • Import from package manager by local or git url (best way)
  • Import unitypackage from releases (without examples)

Instruction

Use the static class UniversalSave from namespace SG.Global.SaveSystem

  • UniversalSave.Set - set data by key

  • UniversalSave.Get - get data by key

  • UniversalSave.TryGet - try get data by key

  • UniversalSave.HasKey - check save key

  • UniversalSave.Save - save data for all keys

  • UniversalSave.DeleteKey - delete by key (for choosed save storage)

  • UniversalSave.DeleteAll - delete all saved data (for choosed save storage)

  • Methods for consistency with PlayerPrefs (for easy replacement PlayerPrefs.* to UniversalSave.*) To work without replacement with PlayerPrefs, you can immediately use just Set and Get - they work similarly.

    • UniversalSave.SetInt
    • UniversalSave.SetFloat
    • UniversalSave.SetString
    • UniversalSave.SetBool
    • UniversalSave.GetInt
    • UniversalSave.GetFloat
    • UniversalSave.GetString
    • UniversalSave.GetBool
  • UniversalSave.SetImage - set Texture2D by key

  • UniversalSave.TryGetImage - try get Texture2D by key

  • UniversalSave.DefaultSettings - for change default UniversalSaveSettings

Also the editor has the ability to save any texture by selecting "Save image" in the context menu of the texture.

UniversalSaveSettings

You can transfer different settings when using each method, or change the default settings at any time (within the game session). It is important to use the same settings for saving and loading.

  • StorageType - data storage (PlayerPrefs or FileSystem) (default - PlayerPrefs)
  • FormatterType - serialization way (JsonUtility, JsonConvert, Binary) (default - JsonUtility)

Each has its own advantages and disadvantages.

JsonConvert not work with unity types (but you can use Unity Converters for Newtonsoft.Json by jilleJr)

About

A simple universal save tool for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - boristv/UniversalSave: A simple universal save tool for Unity · GitHub
Skip to content

Repository files navigation

UniversalSave

  • Easy use of saves
  • Supports many data type (numeric types, unity vectors, Quaternion, Color, custom serializable structs and classes)
  • 2 different types save storage - PlayerPrefs or File System
  • 3 different serialization types - JsonUtility, JsonConvert, Binary
  • Can save/load textures

Requirements

  • Unity 2020.3+
  • Newtonsoft Json 3.0+

Installation

  • Import from package manager by local or git url (best way)
  • Import unitypackage from releases (without examples)

Instruction

Use the static class UniversalSave from namespace SG.Global.SaveSystem

  • UniversalSave.Set - set data by key

  • UniversalSave.Get - get data by key

  • UniversalSave.TryGet - try get data by key

  • UniversalSave.HasKey - check save key

  • UniversalSave.Save - save data for all keys

  • UniversalSave.DeleteKey - delete by key (for choosed save storage)

  • UniversalSave.DeleteAll - delete all saved data (for choosed save storage)

  • Methods for consistency with PlayerPrefs (for easy replacement PlayerPrefs.* to UniversalSave.*) To work without replacement with PlayerPrefs, you can immediately use just Set and Get - they work similarly.

    • UniversalSave.SetInt
    • UniversalSave.SetFloat
    • UniversalSave.SetString
    • UniversalSave.SetBool
    • UniversalSave.GetInt
    • UniversalSave.GetFloat
    • UniversalSave.GetString
    • UniversalSave.GetBool
  • UniversalSave.SetImage - set Texture2D by key

  • UniversalSave.TryGetImage - try get Texture2D by key

  • UniversalSave.DefaultSettings - for change default UniversalSaveSettings

Also the editor has the ability to save any texture by selecting "Save image" in the context menu of the texture.

UniversalSaveSettings

You can transfer different settings when using each method, or change the default settings at any time (within the game session). It is important to use the same settings for saving and loading.

  • StorageType - data storage (PlayerPrefs or FileSystem) (default - PlayerPrefs)
  • FormatterType - serialization way (JsonUtility, JsonConvert, Binary) (default - JsonUtility)

Each has its own advantages and disadvantages.

JsonConvert not work with unity types (but you can use Unity Converters for Newtonsoft.Json by jilleJr)

About

A simple universal save tool for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - boristv/UniversalSave: A simple universal save tool for Unity · GitHub
Skip to content

Repository files navigation

UniversalSave

  • Easy use of saves
  • Supports many data type (numeric types, unity vectors, Quaternion, Color, custom serializable structs and classes)
  • 2 different types save storage - PlayerPrefs or File System
  • 3 different serialization types - JsonUtility, JsonConvert, Binary
  • Can save/load textures

Requirements

  • Unity 2020.3+
  • Newtonsoft Json 3.0+

Installation

  • Import from package manager by local or git url (best way)
  • Import unitypackage from releases (without examples)

Instruction

Use the static class UniversalSave from namespace SG.Global.SaveSystem

  • UniversalSave.Set - set data by key

  • UniversalSave.Get - get data by key

  • UniversalSave.TryGet - try get data by key

  • UniversalSave.HasKey - check save key

  • UniversalSave.Save - save data for all keys

  • UniversalSave.DeleteKey - delete by key (for choosed save storage)

  • UniversalSave.DeleteAll - delete all saved data (for choosed save storage)

  • Methods for consistency with PlayerPrefs (for easy replacement PlayerPrefs.* to UniversalSave.*) To work without replacement with PlayerPrefs, you can immediately use just Set and Get - they work similarly.

    • UniversalSave.SetInt
    • UniversalSave.SetFloat
    • UniversalSave.SetString
    • UniversalSave.SetBool
    • UniversalSave.GetInt
    • UniversalSave.GetFloat
    • UniversalSave.GetString
    • UniversalSave.GetBool
  • UniversalSave.SetImage - set Texture2D by key

  • UniversalSave.TryGetImage - try get Texture2D by key

  • UniversalSave.DefaultSettings - for change default UniversalSaveSettings

Also the editor has the ability to save any texture by selecting "Save image" in the context menu of the texture.

UniversalSaveSettings

You can transfer different settings when using each method, or change the default settings at any time (within the game session). It is important to use the same settings for saving and loading.

  • StorageType - data storage (PlayerPrefs or FileSystem) (default - PlayerPrefs)
  • FormatterType - serialization way (JsonUtility, JsonConvert, Binary) (default - JsonUtility)

Each has its own advantages and disadvantages.

JsonConvert not work with unity types (but you can use Unity Converters for Newtonsoft.Json by jilleJr)

About

A simple universal save tool for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' GitHub - boristv/UniversalSave: A simple universal save tool for Unity · GitHub
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Repository files navigation

UniversalSave

  • Easy use of saves
  • Supports many data type (numeric types, unity vectors, Quaternion, Color, custom serializable structs and classes)
  • 2 different types save storage - PlayerPrefs or File System
  • 3 different serialization types - JsonUtility, JsonConvert, Binary
  • Can save/load textures

Requirements

  • Unity 2020.3+
  • Newtonsoft Json 3.0+

Installation

  • Import from package manager by local or git url (best way)
  • Import unitypackage from releases (without examples)

Instruction

Use the static class UniversalSave from namespace SG.Global.SaveSystem

  • UniversalSave.Set - set data by key

  • UniversalSave.Get - get data by key

  • UniversalSave.TryGet - try get data by key

  • UniversalSave.HasKey - check save key

  • UniversalSave.Save - save data for all keys

  • UniversalSave.DeleteKey - delete by key (for choosed save storage)

  • UniversalSave.DeleteAll - delete all saved data (for choosed save storage)

  • Methods for consistency with PlayerPrefs (for easy replacement PlayerPrefs.* to UniversalSave.*) To work without replacement with PlayerPrefs, you can immediately use just Set and Get - they work similarly.

    • UniversalSave.SetInt
    • UniversalSave.SetFloat
    • UniversalSave.SetString
    • UniversalSave.SetBool
    • UniversalSave.GetInt
    • UniversalSave.GetFloat
    • UniversalSave.GetString
    • UniversalSave.GetBool
  • UniversalSave.SetImage - set Texture2D by key

  • UniversalSave.TryGetImage - try get Texture2D by key

  • UniversalSave.DefaultSettings - for change default UniversalSaveSettings

Also the editor has the ability to save any texture by selecting "Save image" in the context menu of the texture.

UniversalSaveSettings

You can transfer different settings when using each method, or change the default settings at any time (within the game session). It is important to use the same settings for saving and loading.

  • StorageType - data storage (PlayerPrefs or FileSystem) (default - PlayerPrefs)
  • FormatterType - serialization way (JsonUtility, JsonConvert, Binary) (default - JsonUtility)

Each has its own advantages and disadvantages.

JsonConvert not work with unity types (but you can use Unity Converters for Newtonsoft.Json by jilleJr)

About

A simple universal save tool for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - boristv/UniversalSave: A simple universal save tool for Unity · GitHub
Skip to content

Repository files navigation

UniversalSave

  • Easy use of saves
  • Supports many data type (numeric types, unity vectors, Quaternion, Color, custom serializable structs and classes)
  • 2 different types save storage - PlayerPrefs or File System
  • 3 different serialization types - JsonUtility, JsonConvert, Binary
  • Can save/load textures

Requirements

  • Unity 2020.3+
  • Newtonsoft Json 3.0+

Installation

  • Import from package manager by local or git url (best way)
  • Import unitypackage from releases (without examples)

Instruction

Use the static class UniversalSave from namespace SG.Global.SaveSystem

  • UniversalSave.Set - set data by key

  • UniversalSave.Get - get data by key

  • UniversalSave.TryGet - try get data by key

  • UniversalSave.HasKey - check save key

  • UniversalSave.Save - save data for all keys

  • UniversalSave.DeleteKey - delete by key (for choosed save storage)

  • UniversalSave.DeleteAll - delete all saved data (for choosed save storage)

  • Methods for consistency with PlayerPrefs (for easy replacement PlayerPrefs.* to UniversalSave.*) To work without replacement with PlayerPrefs, you can immediately use just Set and Get - they work similarly.

    • UniversalSave.SetInt
    • UniversalSave.SetFloat
    • UniversalSave.SetString
    • UniversalSave.SetBool
    • UniversalSave.GetInt
    • UniversalSave.GetFloat
    • UniversalSave.GetString
    • UniversalSave.GetBool
  • UniversalSave.SetImage - set Texture2D by key

  • UniversalSave.TryGetImage - try get Texture2D by key

  • UniversalSave.DefaultSettings - for change default UniversalSaveSettings

Also the editor has the ability to save any texture by selecting "Save image" in the context menu of the texture.

UniversalSaveSettings

You can transfer different settings when using each method, or change the default settings at any time (within the game session). It is important to use the same settings for saving and loading.

  • StorageType - data storage (PlayerPrefs or FileSystem) (default - PlayerPrefs)
  • FormatterType - serialization way (JsonUtility, JsonConvert, Binary) (default - JsonUtility)

Each has its own advantages and disadvantages.

JsonConvert not work with unity types (but you can use Unity Converters for Newtonsoft.Json by jilleJr)

About

A simple universal save tool for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - boristv/UniversalSave: A simple universal save tool for Unity · GitHub
Skip to content

Repository files navigation

UniversalSave

  • Easy use of saves
  • Supports many data type (numeric types, unity vectors, Quaternion, Color, custom serializable structs and classes)
  • 2 different types save storage - PlayerPrefs or File System
  • 3 different serialization types - JsonUtility, JsonConvert, Binary
  • Can save/load textures

Requirements

  • Unity 2020.3+
  • Newtonsoft Json 3.0+

Installation

  • Import from package manager by local or git url (best way)
  • Import unitypackage from releases (without examples)

Instruction

Use the static class UniversalSave from namespace SG.Global.SaveSystem

  • UniversalSave.Set - set data by key

  • UniversalSave.Get - get data by key

  • UniversalSave.TryGet - try get data by key

  • UniversalSave.HasKey - check save key

  • UniversalSave.Save - save data for all keys

  • UniversalSave.DeleteKey - delete by key (for choosed save storage)

  • UniversalSave.DeleteAll - delete all saved data (for choosed save storage)

  • Methods for consistency with PlayerPrefs (for easy replacement PlayerPrefs.* to UniversalSave.*) To work without replacement with PlayerPrefs, you can immediately use just Set and Get - they work similarly.

    • UniversalSave.SetInt
    • UniversalSave.SetFloat
    • UniversalSave.SetString
    • UniversalSave.SetBool
    • UniversalSave.GetInt
    • UniversalSave.GetFloat
    • UniversalSave.GetString
    • UniversalSave.GetBool
  • UniversalSave.SetImage - set Texture2D by key

  • UniversalSave.TryGetImage - try get Texture2D by key

  • UniversalSave.DefaultSettings - for change default UniversalSaveSettings

Also the editor has the ability to save any texture by selecting "Save image" in the context menu of the texture.

UniversalSaveSettings

You can transfer different settings when using each method, or change the default settings at any time (within the game session). It is important to use the same settings for saving and loading.

  • StorageType - data storage (PlayerPrefs or FileSystem) (default - PlayerPrefs)
  • FormatterType - serialization way (JsonUtility, JsonConvert, Binary) (default - JsonUtility)

Each has its own advantages and disadvantages.

JsonConvert not work with unity types (but you can use Unity Converters for Newtonsoft.Json by jilleJr)

About

A simple universal save tool for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); GitHub - boristv/UniversalSave: A simple universal save tool for Unity · GitHub
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Repository files navigation

UniversalSave

  • Easy use of saves
  • Supports many data type (numeric types, unity vectors, Quaternion, Color, custom serializable structs and classes)
  • 2 different types save storage - PlayerPrefs or File System
  • 3 different serialization types - JsonUtility, JsonConvert, Binary
  • Can save/load textures

Requirements

  • Unity 2020.3+
  • Newtonsoft Json 3.0+

Installation

  • Import from package manager by local or git url (best way)
  • Import unitypackage from releases (without examples)

Instruction

Use the static class UniversalSave from namespace SG.Global.SaveSystem

  • UniversalSave.Set - set data by key

  • UniversalSave.Get - get data by key

  • UniversalSave.TryGet - try get data by key

  • UniversalSave.HasKey - check save key

  • UniversalSave.Save - save data for all keys

  • UniversalSave.DeleteKey - delete by key (for choosed save storage)

  • UniversalSave.DeleteAll - delete all saved data (for choosed save storage)

  • Methods for consistency with PlayerPrefs (for easy replacement PlayerPrefs.* to UniversalSave.*) To work without replacement with PlayerPrefs, you can immediately use just Set and Get - they work similarly.

    • UniversalSave.SetInt
    • UniversalSave.SetFloat
    • UniversalSave.SetString
    • UniversalSave.SetBool
    • UniversalSave.GetInt
    • UniversalSave.GetFloat
    • UniversalSave.GetString
    • UniversalSave.GetBool
  • UniversalSave.SetImage - set Texture2D by key

  • UniversalSave.TryGetImage - try get Texture2D by key

  • UniversalSave.DefaultSettings - for change default UniversalSaveSettings

Also the editor has the ability to save any texture by selecting "Save image" in the context menu of the texture.

UniversalSaveSettings

You can transfer different settings when using each method, or change the default settings at any time (within the game session). It is important to use the same settings for saving and loading.

  • StorageType - data storage (PlayerPrefs or FileSystem) (default - PlayerPrefs)
  • FormatterType - serialization way (JsonUtility, JsonConvert, Binary) (default - JsonUtility)

Each has its own advantages and disadvantages.

JsonConvert not work with unity types (but you can use Unity Converters for Newtonsoft.Json by jilleJr)

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A simple universal save tool for Unity

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