: Include a version integer in the file header so old saves don't crash the game after a patch.
public async void SaveGame(int slot) { SaveData data = CaptureState(); byte[] bytes = Serialize(data); // Write to disk without freezing the game await Task.Run(() => File.WriteAllBytes(GetPath(slot), bytes)); } Use code with caution. Copied to clipboard Best Practices
: Always run save/load operations on a background thread.
: Use SHA-256 to ensure files aren't corrupted or hacked. Key Data Points to Track
A realistic FPS typically requires a approach rather than JSON to keep file sizes small and prevent easy player tampering. Singleton Manager : Use a persistent SaveManager class.
: Save to the local AppData folder first, then sync to a cloud provider (Steam Cloud, AWS, or PlayFab). Technical Implementation (C# / Unity Example)
: Include a version integer in the file header so old saves don't crash the game after a patch.
public async void SaveGame(int slot) { SaveData data = CaptureState(); byte[] bytes = Serialize(data); // Write to disk without freezing the game await Task.Run(() => File.WriteAllBytes(GetPath(slot), bytes)); } Use code with caution. Copied to clipboard Best Practices
: Always run save/load operations on a background thread.
: Use SHA-256 to ensure files aren't corrupted or hacked. Key Data Points to Track
A realistic FPS typically requires a approach rather than JSON to keep file sizes small and prevent easy player tampering. Singleton Manager : Use a persistent SaveManager class.
: Save to the local AppData folder first, then sync to a cloud provider (Steam Cloud, AWS, or PlayFab). Technical Implementation (C# / Unity Example)