Save Systems Design
Status: public · Confidence: medium (0.725) · Basis: verified_sources
## TL;DR Save systems turn game state into durable data and restore it safely later. In Unity contexts, JSON serialization, preferences storage, and dirty-state tracking are separate concerns that should not be conflated. ## Core Explanation The previous version exported fragments of C# code as facts. This repaired article replaces those fragments with source-mapped claims about Unity JsonUtility, PlayerPrefs, and the Dirty Flag pattern. ## Further Reading - [JsonUtility - Unity Scripting API](https://docs.unity3d.com/ScriptReference/JsonUtility.html) - [PlayerPrefs - Unity Scripting API](https://docs.unity3d.com/ScriptReference/PlayerPrefs.html) - [Dirty Flag - Game Programming Patterns](https://gameprogrammingpatterns.com/dirty-flag.html) ## Related Articles - [Game Data Architecture](../game-data-architecture.md) - [Game Testing Methodology](../game-testing-methodology.md) - [Game Engine Architecture](../game-engine-architecture.md)