🧰 Zion Tools
Unity Editor Asset Tools
Overview
Animation Diagnostics
Zion Scene Backup
Zion Save Inspector
Zion Dependency Graph
Zion Asset Auditor
Overview
Installation
Quick Start
Concepts
Window Reference
Editing
Tree Search
Save Diff
Schema & Reports
Built-in Providers
PlayerPrefs
Custom Source
Custom Format
Tutorial
API Surface
Save Safety
Troubleshooting
Built-in Providers
The asset ships with two sources and two formats. All built-in sources are designed to be non-destructive, and both sources implement ISaveBackupProvider so Compare > With Backup works out of the box.
| Component | Type | Order | What it does |
|---|---|---|---|
PersistentFileSource | Source | 0 | Recursively scans Application.persistentDataPath for *.json, *.sav, *.dat, *.save. Writes atomically with an auto-backup .bak sibling. Implements ISaveBackupProvider. |
PlayerPrefsSource | Source | 5 | Lists PlayerPrefs entries from a runtime manifest key and/or an editor-side watch list. Auto-backs up the previous value to EditorPrefs before each save. Implements ISaveBackupProvider. |
JsonSaveFormat | Format | 10 | Full JSON parser and writer. Accepts any payload whose first non-whitespace byte is { or [. Also exposes the static ParseFragment/WriteFragment helpers used by clipboard copy/paste. |
RawTextFormat | Format | int.MaxValue | Catch-all. Exposes the payload as one editable text field. Always claims the payload - so it only runs when no other format does. |
The JSON parser is hand-rolled (~200 lines, no external dependencies) and emits two-space-indented output on serialize. Unity's JsonUtility.FromJson reads it back without issue.
Format auto-detection
The inspector calls SaveFormatRegistry.FindBest() to pick a format for each entry. With the built-ins, that means JSON for anything starting with { or [, otherwise Raw text. Formats are tried in Order ascending, so a lower number wins.
Continue to PlayerPrefs.