This article was originally posted on Random Bits. Check it out for more Unity related content.
What can you do when a team member suffers a recurring Unity editor crash, losing all level design work ? My answer was to write a small and helpful editor extension - auto save! (and then blog about it).
TL;DR
This post describes a simple solution for implementing auto save in Unity that saves the currently open scene every 5 minutes (configurable).
The code is available for easy consumption in a few ways:
The code is imported and works out of the box, import / paste it into your Unity project and you're good to go.
Problem
It started a few days ago: a member of our team started experiencing occasional Unity editor crashes a few times daily. We do not know the exact reason for crashes, but we suspect it may be related to memory issues combined with voodoo magic. No matter what the root cause was, these crashes caused real damage in lost data (game levels) which we could not afford having.
In order to keep lost work to a minimum, I suggested to implement a basic auto save solution, so at least we can go back to a backup in case the editor crashes.
Solution - AutoSave
The solution uses pretty simple editor scripting to the rescue. The process can be described in 3 main steps:
- Hook a delegate to EditorApplication.update.
- In this method, check if the scene should be saved (if the configured time has elapsed. The default is 5 minutes).
- In case we need to save, generate a new unique name for the scene and save it to disk.
In order to have the code up and running when you launch the editor, the class is marked with the [InitializeOnLoad] attribute and initialization is done in its static constructor.
Show Me the Code
This is the complete code, you can paste it into your project:
using
System;
using
System.IO;
using
System.Globalization;
using
UnityEditor;
using
UnityEngine;
[InitializeOnLoad]
public
class
AutoSaveScene
{
private
const
string
SAVE_FOLDER =
"Editor/AutoSaves"
;
private
static
System.DateTime lastSaveTime = System.DateTime.Now;
private
static
System.TimeSpan updateInterval;
static
AutoSaveScene()
{
EnsureAutoSavePathExists();
// Register for autosaves.
// Change this number to modify the autosave interval.
RegisterOnEditorUpdate(5);
}
public
static
void
RegisterOnEditorUpdate(
int
interval)
{
Debug.Log (
"Enabling AutoSave"
);
updateInterval =
new
TimeSpan(0, interval, 0);
EditorApplication.update += OnUpdate;
}
///
/// Makes sure the target save path exists.
///
private
static
void
EnsureAutoSavePathExists()
{
var
path = Path.Combine(Application.dataPath, SAVE_FOLDER);
if
(!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
}
///
/// Saves a copy of the currently open scene.
///
private
static
void
SaveScene()
{
Debug.Log(
"Auto saving scene: "
+ EditorApplication.currentScene);
EnsureAutoSavePathExists();
// Get the new saved scene name.
var
newName = GetNewSceneName(EditorApplication.currentScene);
var
folder = Path.Combine(
"Assets"
, SAVE_FOLDER);
EditorApplication.SaveScene(Path.Combine(folder, newName),
true
);
EditorApplication.SaveAssets();
}
///
/// Helper method that creates a new scene name.
///
private
static
string
GetNewSceneName(
string
originalSceneName)
{
var
scene = Path.GetFileNameWithoutExtension(originalSceneName);
return
string
.Format(
"{0}_{1}.unity"
,
scene,
System.DateTime.Now.ToString(
"yyyy-MM-dd_HH-mm-ss"
,
CultureInfo.InvariantCulture));
}
private
static
void
OnUpdate()
{
if
((System.DateTime.Now - lastSaveTime) >= updateInterval)
{
SaveScene();
lastSaveTime = System.DateTime.Now;
}
}
}
Built In AutoSave
It should be noted that apparently Unity does autosave the current scene every time you enter play mode. If this is enough for you (for example - the game crashed during play mode), a copy of the scene can be found in YourProject/Temp/__EditModeScene.
Conclusion
The code in this post helps ensuring no scene data is lost when experiencing editor crashes. I deliberately kept it short & simple so it can be easily "digested". Autosaving can be further visited by adding any of the following:
- Configuration - Allow controlling autosave (turning on/off, setting time interval) from an editor window or menu item.
- Capping number of autosaves - Nobody really needs 50 copies of the open scene; instead, only 1 or 2 copies can be saved and recycled on every new save.
- New save triggers - The current code saves every X minutes. The code can be adapted to save under different scenarios.