Save System
The Save plugin handles persisting game state between sessions. It saves and loads player data, inventory contents, quest progress, customization choices, and everything else that needs to survive a game restart.
How Saving Works
Spark's save system works automatically for all built-in plugins. Each plugin that stores data registers its own save/load logic with the Save plugin. When a save is triggered, each plugin's data is collected and written to a save file. When a load is triggered, the data is read back and applied.
You don't need to configure save behavior for built-in systems. It works out of the box.
What Gets Saved
Each plugin manages its own save data. Here is what each plugin saves:
Character
Character selection and state
Items
Inventory contents, equipment loadout
Currency
Wallet amounts
Quests
Active quests, objective progress, completed quests
Progression
Experience and level per progression instance
Classes
Main class and secondary class selections
Professions
Learned professions
Races
Selected race
Character Customization
All customization choices (elements, colors)
Crafting
Unlocked recipes
Spellbooks
Learned abilities
Item Bar
Slot assignments
Game Settings
Audio, video, and keybind settings
In-Game Save Manager
The InGameSaveManager extension provides an in-game UI for save/load operations. It lets players:
Save to a named slot
Load from a saved slot
View existing saves with timestamps
Delete saves
Add the InGameSaveManager component to your scene to enable this UI.
Save Data Overview
Save data is stored as serialized files on the player's device. The location and format are managed by the Save plugin's Save Provider system.
GameSettingsSaveProvider handles game settings separately from gameplay saves, since settings should persist regardless of which save slot is loaded.
Auto-Save
Some components support auto-save. For example, InventoryEntity can be configured to save automatically when items change. This ensures data is not lost if the game crashes.
Manual Save/Load
Saves and loads can be triggered through commands and the in-game save manager UI. The templates include pre-built save/load screens.
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