Level Save Asset

A new asset for storing level data is available in the assetstore now:

You can use it to persist any kind of data by implementing a simple interface with C# for your gameobject.

A documentation is available as pdf and on this page you can see a working example and a description of the interface you can use:

http://jayanam.com/store-unity3d-state-with-level-save/

I hope you like it, we also use it for our game Erwin’s timewarp which got greenlit recently on steam:

Looking at the example, clearly one has to write code to use this asset. The question though is whether the one line of code to save transform rotations saves the transform rotation for every game object in the level? or does that one line of code just reference one specific game object so to save the transform rotations for 50 game objects would reuire 50 lines of code, more or less copy and pasted?