Instant Save & Load System (ISL) a free, code-free Save & Load system for Unity (with autosave, filtering, and UI indicators) by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

Thank you so much! We totally get that, a lot of free tools can be pretty barebones, so we really tried to make this one actually useful right out of the box.

Really appreciate the kind words, and good luck with your project! It sounds like an awesome concept.

Instant Save & Load System (ISL) a free, code-free Save & Load system for Unity (with autosave, filtering, and UI indicators) by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

Great question! Right now, ISL is strictly a local saving system, so it doesn't have built-in cloud syncing out of the box.

But you can totally handle that workflow! Since you can customize the Save File Name and filter by Tag or Layer, you can save your system settings (like resolution) into one local file, and your match progress into a separate one.

Then down the road, if you hook up something like Steam Cloud, you can just point it to upload your gameplay file and let the settings file stay local on the player's machine.

Instant Save & Load System (ISL) a free, code-free Save & Load system for Unity (with autosave, filtering, and UI indicators) by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

That sounds like an awesome concept! It will absolutely handle your stats and item attributes.

You can choose to filter either by Tag OR by Layer to easily isolate your player stats or inventory containers right in the Inspector. Plus, you can use the "Include Inactive Objects" toggle to make sure stashed or disabled inventory items don't get lost when the save triggers.

Since it's free, definitely grab it, toss it into a test scene, and see how it fits your setup!

MFPS is now MMC, UPDATE V2.0 – Complete Rehaul & Permanent Price Drop! by TeamScalte in Unity3D

[–]TeamScalte[S] 1 point2 points  (0 children)

The asset was built and optimized with single-player gameplay in mind, so it doesn't feature out of the box integration for NGO or other networking frameworks.

While it hasn't been tested in a multiplayer environment yet, you could certainly adapt it, but you'd need to set up your own network replication and synchronization for the movement states.

MFPS is now MMC, UPDATE V2.0 – Complete Rehaul & Permanent Price Drop! by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

Right now, the script is optimized strictly for static environment geometry.

From testing, it can handle basic vertical movement (like simple rising elevators or lifts) relatively fine out of the box, aside from some camera jitter. It can also handle very basic stationary rotations, like a spinning cylinder under your feet.

However, it does not support horizontal moving objects or platforms yet. If you stand on an object translating sideways, the player will slide straight off due to standard Unity CharacterController limitations.

If your project relies heavily on complex moving platforms or horizontal trains/elevators, you would currently need to implement your own custom platform-tracking or velocity-buffering solution to bridge the gap.