🧰 Zion Tools
Unity Editor Asset Tools
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.