Skip to content

State and Saving

Picker entries from Jungle Core. Grouped by the category the picker shows them under.

Data

Capture State

Captures all state in the holder.

Captures every holder entry on the target Object State Holder.

Type: CaptureStateOperation

Capture State For Target

Captures state for a specific GameObject inside the holder.

Captures every holder entry's state for the GameObject resolved by Capture Target, keyed under that GameObject.

Type: CaptureStateForTargetOperation

Clear State

Clears all captured data in the holder.

Clears captured data on every holder entry of the target Object State Holder.

Type: ClearStateOperation

Clear State For Target

Discards the snapshot for a specific GameObject without restoring it.

Removes every holder entry's snapshot keyed under the GameObject resolved by Capture Target without applying it. Use when a scoped override should be abandoned rather than restored.

Type: ClearStateForTargetOperation

Data Storage State

Saves keyed values of a Data Storage component.

Captures and restores values (numbers, true/false, text, Vector3) of a Data Storage component. Entries are identified by their Key asset's name, so saved data survives being written to disk. Set up persistent keys with defaults on the target storage; restore only writes into keys that already exist.

Type: DataStorageStateHolder

Data Storage Values

Captures and restores basic values by key.

Captures number, true/false, text, and Vector3 entries of the target Data Storage. Values are stored under each key's id, so renaming a key keeps saved data valid. Restore writes only into entries whose key already exists on the target; other saved values are skipped with a warning.

Type: DataStorageValuesStateOperation

Restore State

Restores all captured state in the holder.

Restores every holder entry on the target Object State Holder, optionally clearing afterwards.

Type: RestoreStateOperation

Restore State For Target

Restores the snapshot for a specific GameObject and removes it from the holder.

Restores every holder entry's snapshot keyed under the GameObject resolved by Capture Target, then removes that entry. Pair with Capture State For Target on the opposite cycle edge (capture on enter, restore on exit).

Type: RestoreStateForTargetOperation

State Holder Command

Capture, restore, or clear state.

Combines multiple state holder operations (capture, restore, clear) into a single command targeting one ObjectStateHolder. All operations complete immediately. To save snapshots to disk, use the Scene State Command that comes with Magpile.

Type: StateHolderCommand

Lifecycle / State

Object State Holder Targeted Cycle

Per-target Begin/End driven by an ObjectStateHolder cycle.

Picks one Object State Holder and one of its cycles. Begin and End fire with the GameObject the firing holder resolved to, so commands can run against it directly. Capture and Restore are instant (Begin and End fire back-to-back). Captured State spans the time between a successful capture and the next restore, clear, or re-capture. Use it for behaviours that should run while a saved snapshot is alive.

Type: ObjectStateHolderTargetedCycleFrame

Objects

Active

Saves and restores the GameObject active flag.

Captures and restores the GameObject's local active state (the SetActive flag).

Type: GameObjectActiveStateOperation

GameObject State

Saves GameObject aspects (active, layer, …).

Captures and restores aspects of a GameObject. Add Active or Layer operations as needed.

Type: GameObjectStateHolder

Layer

Saves and restores the GameObject layer.

Captures and restores the layer assigned to the GameObject.

Type: GameObjectLayerStateOperation

Tag

Saves and restores the GameObject tag.

Captures and restores the tag assigned to the GameObject.

Type: GameObjectTagStateOperation

Spatial

Full

Saves and restores world position, world rotation, and local scale.

Captures and restores world-space position and rotation along with local scale.

Type: TransformFullStateOperation

Local

Saves and restores local position, rotation, and scale.

Captures and restores local-space position, rotation, and scale (relative to parent).

Type: TransformLocalStateOperation

Position

Saves and restores world position.

Captures and restores the world position of the Transform.

Type: TransformPositionStateOperation

Position + Rotation

Saves and restores world position and rotation.

Captures and restores both world position and rotation in one operation.

Type: TransformPositionRotationStateOperation

Rotation

Saves and restores world rotation.

Captures and restores the world rotation of the Transform.

Type: TransformRotationStateOperation

Scale

Saves and restores local scale.

Captures and restores the local scale of the Transform.

Type: TransformScaleStateOperation

Transform State

Saves Transform aspects (position, rotation, scale).

Captures and restores Transform state. Add Position, Rotation, Scale, Local, or Full operations.

Type: TransformStateHolder

UI

Canvas Group State

Saves Canvas Group aspects (alpha, interactable, raycast blocking).

Captures and restores Canvas Group settings (alpha, interactable, blocks raycasts).

Type: CanvasGroupStateHolder

Full

Saves and restores Canvas Group state.

Captures and restores alpha, interactable, and blocks-raycasts of a Canvas Group.

Type: CanvasGroupFullStateOperation