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Installation

TinySave is designed to work out of the box with minimal configuration. This guide covers installation and initial setup.

Requirements

  • Unity 2021.3 or later
  • Compatible with both Mono and IL2CPP scripting backends
  • Works on all platforms (Windows, Mac, Linux, iOS, Android, WebGL, Console)

Installation Steps

  1. Import the TinySave package into your Unity project
  2. Unity will automatically import all necessary files
  3. No additional configuration required - you’re ready to use TinySave!

Project Structure

After installation, you’ll find TinySave organized in your project:

Assets/ TinySave/ Runtime/ Core/ - Core save/load logic Components/ - MonoBehaviour components Interfaces/ - ISaveCallbacks, ISaveCustom, ISaveMigration Attributes/ - [SaveField] attribute Models/ - Save file data structures

Verify Installation

Create a simple test script to verify TinySave is working:

using UnityEngine; using TinySave.Runtime; public class InstallTest : MonoBehaviour { [SaveField] public int testValue = 42; async void Start() { // Add a SaveID component if (!GetComponent<SaveID>()) gameObject.AddComponent<SaveID>(); // Try saving await SaveManager.SaveAsync("test"); Debug.Log("TinySave is working! Save file created."); // Check if the file exists bool exists = SaveManager.HasSlot("test"); Debug.Log($"Test slot exists: {exists}"); // Get the save file path string path = SaveManager.GetSlotPath("test"); Debug.Log($"Save file location: {path}"); } }

Attach this script to any GameObject and run your scene. You should see success messages in the console.

Default Save Location

TinySave saves files to platform-specific locations:

  • Windows: %USERPROFILE%/AppData/LocalLow/[CompanyName]/[ProductName]/
  • Mac: ~/Library/Application Support/[CompanyName]/[ProductName]/
  • Linux: ~/.config/unity3d/[CompanyName]/[ProductName]/
  • iOS/Android: Application.persistentDataPath

You can customize the save location using SaveManagerConfig.StorageBasePath.

Optional Configuration

TinySave works with sensible defaults, but you can customize behavior if needed:

Using SaveManagerConfig

using TinySave.Runtime; void Awake() { var config = SaveManagerConfig.CreateDefault(); config.FileExtension = "sav"; // Change file extension config.StorageBasePath = "C:/MyGameSaves"; // Custom save location SaveManager.Configure(config); }

Using TinySaveSettings (PlayerPrefs-based)

using TinySave.Runtime; void Awake() { // Settings are automatically persisted to PlayerPrefs TinySaveSettings.defaultSettings.storageBasePath = "/custom/path"; // Apply settings to SaveManager var config = TinySaveSettings.defaultSettings.ToConfig(); SaveManager.Configure(config); }

Next Steps

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