Unity Save Edit Now

void Start()

// Clamp values data.coins = Mathf.Max(0, data.coins); data.level = Mathf.Clamp(data.level, 1, maxLevel);

public static PlayerSaveData LoadGame()

public void AddCoins(int amount)

public static bool TryLoadWithRepair(out PlayerSaveData data) unity save edit

#if UNITY_EDITOR using UnityEditor; [CustomEditor(typeof(SaveManager))] public class SaveManagerEditor : Editor

try data = LoadGame(); Validate(data); return true; catch (Exception e) Debug.LogWarning($"Save corrupted, using defaults: e"); data = GetDefaultSave(); return false; void Start() // Clamp values data

public static void SaveGame(PlayerSaveData data)