DRG Data

Typed save systems for Unity games.

DRG Data wraps persistent storage behind typed records. Start with PlayerPrefs, track changes in memory, debounce saves, and swap serializers when Unity's JsonUtility is not enough.

Problems developers search for

When PlayerPrefs turns into scattered save logic.

"How do I build a simple Unity save system without writing raw PlayerPrefs calls everywhere?"

"How do I keep typed defaults, dirty state, debounced saves, and serialization in one place?"

"How do I move from Unity JsonUtility to Newtonsoft for complex save data without changing gameplay code?"

What it solves

A simple save boundary before storage grows messy.

Typed records

Use bool, int, float, string, and object records with stable keys and explicit defaults.

Pluggable serialization

Use Unity serialization by default and switch to Newtonsoft for dictionaries, polymorphism, or complex data.

Standalone save module

Adopt it without the full framework, then compose it with analytics, liveops, or remote config later.

Install

Add the save system and optional Newtonsoft adapter.

https://github.com/yanmasharski/drg.data.git#1.0.0
https://github.com/yanmasharski/drg.data.newtonsoft.git#1.0.0

Next module

Use typed saves as a stable base for liveops, analytics, and remote config.

Next: Analytics