NexusForge Studio · Tool · Unity 6000.6 · 0.2.0

Simple on the surface. Serious underneath.

NexusForge Persistence owns how your game's data is persisted — atomic writes, a versioned container, migration, integrity, encryption, autosave, checkpoints and stable object identity — and nothing about what the data means. Your game keeps its own model; the framework keeps it safe.

Use as much of it as you want

Every level is a client of the same service, so a save written by the component is a save the explicit API can load — and the other way round.

Beginner

No code at all

Create the settings asset, apply a preset, add NexusForge → Persistence Save to the object whose state matters, drag in what to save, press Play. Triggers for disable/destroy and pause are on by default, so desktop and mobile both work without further decisions.

  • Setup wizard
  • Presets
  • Inspector validation
  • Generated code

The component, section by section →

Normal

One line each, when you want control

csharp
await NexusForgePersistence.Save(class="tok-str">"player", playerData);

var loaded = await NexusForgePersistence.Load<PlayerData>(class="tok-str">"player");
if (loaded.IsSuccess && loaded.Value.Loaded)
{
    ApplyToGame(loaded.Value.Data);
}
  • Slots
  • Autosave
  • Checkpoints
  • Restore
  • Save Browser

The save and load surface →

Advanced

Every guarantee, explicitly

The explicit API is unchanged and always available: the slot service, the storage abstraction, the operation coordinator, the migration pipeline, the serializer seam, the cloud transport seam, custom resolvers and custom prefab factories.

  • Migration
  • Recovery
  • Concurrency
  • Security
  • Persistent objects
  • Cloud adapters
  • Extensibility

The public API →

What is available, what needs an adapter, what is not verified

A capability's status is part of its description. Nothing here becomes a marketing guarantee the engineering does not support.

Persistence core

Available
  • Atomic local storage with retained backup
  • Slots, metadata and cheap listings
  • Versioned container, every version still readable
  • Ordered migration with a per-step report
  • Recovery and quarantine

Container and format →

Autosave and checkpoints

Available
  • Dirty-driven, never a fixed timer
  • Debounce, ceiling, minimum gap, coalescing
  • Work off the main thread; one write at a time
  • Pause flush for mobile
  • Rotating checkpoints in their own slots

Autosave → · Checkpoints →

Security

Available
  • Integrity: CRC32, SHA-256 or keyed HMAC-SHA256
  • Authentication of header, metadata and payload
  • AES-256-CBC with HMAC-SHA256, encrypt-then-MAC
  • Bounded decompression, before and during expansion
  • No key is ever stored, generated or derived

Integrity → · Encryption →

Unity objects

Available
  • GameObjects, components and assets, by identity
  • Scalars, Unity value types, collections, nested objects
  • Animation curves and gradients
  • Capture on the main thread; refusals with a fix
  • Restore under an explicit policy

Supported types → · Restore →

Cloud synchronisation

Requires an adapter
  • Vendor-neutral: implement four methods over bytes
  • Conflict detection by generation and revision
  • Five conflict policies, loser preserved by default
  • Offline queue journal, retry with backoff and jitter
  • No service, account or credential ships

Cloud architecture → · Adapter roadmap →

Platforms beyond Windows x64

Not verified
  • Consoles: no SDK was available here
  • Mobile, WebGL, macOS, Linux: platform-neutral code, no run
  • Real cloud providers: only doubles were reachable
  • Unity versions other than 6000.6.0f1
  • IL2CPP with high or full managed stripping

What was actually run →

Six labels, six meanings

  • AvailableBuilt in and enforced by construction. If it stops being true, that is a defect.
  • VerifiedExercised and passing in a named environment, with the way to reproduce it stated.
  • Requires an adapterThe package ships the contract; you supply the implementation.
  • RoadmapPlanned, not shipped. No dates are promised and nothing here is usable today.
  • Not verifiedReasoned about, never run. No claim is made in either direction.
  • Not supportedDeliberately out of scope, with the reason and the workaround stated.

Want the edges first?The limitations page lists what this framework does not do, what it cannot protect, and where a documented boundary will be met rather than discovered.

Read the limitations