Class GameSaveCreator.Input
Everything needed to create or update the settings asset, and optionally its backend.
Inheritance
GameSaveCreator.Input
Assembly: Serenity.UnityGameSave.Infrastructure.Editor.dll
public sealed class GameSaveCreator.Input
Constructors
Declaration
Fields
File name (without extension) for a brand-new settings asset.
Declaration
Field Value
Declaration
public string BackendAssetName
Field Value
Declaration
public StructuredBackendAuthoringFields BackendFields
Field Value
Declaration
public string BackendFolderPath
Field Value
Declaration
public StructuredBackendAuthoringKind BackendKind
Field Value
Declaration
public bool CreateBackend
Field Value
Folder a brand-new settings asset is created under when none exists and SettingsAssetPath is empty.
Declaration
public string NewSettingsFolderPath
Field Value
Declaration
public bool RegisterAsAddressables
Field Value
Declaration
public bool ReplaceExistingBackend
Field Value
Whether UnityGameSaveInstaller routes Checkpoint snapshots into the active save slot.
Applied on both fresh creation AND an existing asset, for the same reason as SlotCount.
Declaration
public bool RouteCheckpointsIntoActiveSlot
Field Value
Explicit settings asset path (a test seam and an already-known-asset fast path). When set, an
asset already present at this path is edited; when no asset exists there yet, a fresh one is
created at exactly this path instead of the project-wide search below. Leave empty for the
production behavior: find the single project-wide UnityGameSaveSettings asset,
or create one under NewSettingsFolderPath when none exists.
Declaration
public string SettingsAssetPath
Field Value
Fixed number of save slots. Applied on both fresh creation AND an existing asset — unlike
TableOrCollectionName, changing the slot count is not schema-destructive.
Declaration
Field Value
Table/collection name. Applied only when a fresh settings asset is created — never rewritten on an existing one.
Declaration
public string TableOrCollectionName
Field Value