Unity
Design a Unity Save System with AI: Progress, Versions and Safe Failure
Scope a small Unity save feature around one checkpoint and one upgrade, with versioned data and a testable failure path.

Saving a Unity game is more than writing a file. The project needs to decide what progress means, how incompatible data is handled and what the player sees when saving fails. Begin with one checkpoint and one upgrade. This guide covers a native Unity implementation; Buildr currently has no Unity export or Unity save-system integration.
Define the saved shape
List the fields, their types, defaults and version. A current checkpoint identifier, one upgrade level and a small settings object are enough to test the flow. Do not persist temporary particles, camera position or objects that can be recreated from the scene.
Show saving as a state: pending, confirmed or failed. Never show a confirmation that the file was written when only the button press was received. Let the player retry or continue with a clear warning if appropriate.
| Field | Rule | Test |
|---|---|---|
| Version | Integer schema version | Open an older fixture |
| Checkpoint | Must match a valid scene point | Load after scene change |
| Upgrade | Bounded level | Try an invalid value |
| Settings | Optional defaults | Delete or corrupt the file |
A focused Unity prompt
Add a small local save system to the existing Unity prototype. Persist one valid checkpoint identifier, one bounded upgrade level and a schema version. Use safe defaults when no save exists. Validate loaded values against the current scene, handle missing or corrupt data without crashing, and show pending, confirmed and failed save feedback. Add Save, Continue and Reset Progress actions. Preserve movement, level geometry and win rules. Include Play mode checks for first launch, save, restart, close and reopen, invalid data and Reset Progress.
This keeps persistence separate from a full account system. If you later need cloud sync, write new requirements for authentication, conflict handling and server failure.
Test a changed scene
Save at a checkpoint, move the checkpoint in the scene and load the old file. The project should reject or migrate the old identifier deliberately. It should not place the player inside geometry or silently start a different level.
Use the Unity Manual for Editor behavior, then read browser save states for the web equivalent. Buildr's Browser destination can prototype the web loop; implement and verify the Unity save system separately.
YOUR NEXT BUILD


