Introduction
NexusForge Persistence is a game-agnostic save framework for Unity. It owns how data is persisted and nothing about what the data means.
What this is#
NexusForge Persistence is a game-agnostic persistence framework for Unity. It owns how your data is persisted: atomic writes, a versioned container, migration, integrity, encryption, autosave, checkpoints, stable object identity and a vendor-neutral cloud seam. It knows nothing about what your data means — there is no concept of a player, an item, a quest or a level anywhere in the package, and that is enforced by tests rather than by convention.
The problem it solves#
Saving is the part of a game that is invisible until it fails, and by then it has failed for a player. A save system has to survive a full disk, a power loss mid-write, a player who edits the file, a game updated while an old save exists, a platform whose storage is not a file system, and two devices that disagree about which save is newer. This framework is that list, handled once, instead of in every game that needs it.
How this documentation is organised#
The sidebar follows the order you actually need things in:
- Get started — install it, save something, load it, and do it with no code at all.
- Core features — save and load, autosave, checkpoints, restore, backups, recovery, corruption.
- Unity — what can be captured, identity, supported and unsupported types, references, prefabs.
- Data and versioning, Security, Cloud, Editor — the four subsystems you configure rather than call.
- Advanced and Reference — the full API, threading, performance, and the exact configuration surface.
If you only read one page after this one, read 5-minute quick start, then Installation.
The shape of the framework#
your game NexusForge Persistence
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save model --> serializer --> document tree --> container --> integrity / compression / encryption
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atomic local storage ++ cloud transport (yours)The framework never sees your types' meaning: it projects your model into a neutral document, stores that document, and projects it back. Failures are values, not exceptions — "the disk is full" is a normal condition in a save system, so it arrives as a PersistenceResult with a stable error code instead of throwing in the middle of a frame.
Two things to know before you read further#
Where the claims on this site come from#
Every capability described here carries a status, and the status means exactly one thing:
Available built into the package and enforced by construction · Verified exercised and passing in a named environment · Adapter required the package ships the contract, you supply the implementation · Roadmap planned, not shipped · Not verified reasoned about, never run · Not supported deliberately out of scope
The Platform support page states what has actually been run, on which machine, and how to reproduce it. The Limitations page states the edges before you find them in a bug report.
Something wrong on this page? Every page here describes behaviour that is checked in the repository. If a page and the package disagree, the package wins.
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