Unity Save Editor

  • .dat
  • .data
  • .sav
  • .json

Edit Unity game saves online — JSON, base64-wrapped JSON and .NET binary (NRBF) formats in .dat, .data and .sav files. Change currency, levels and unlock flags in the browser.

Unity games store progress in whatever format the developer chose — JSON, base64-wrapped JSON, or .NET binary. Upload the save and the format is worked out from the file contents, then shown as a tree you can search and edit.

How to edit a Unity save

  1. Find the save in the Unity persistent data folder for your game.
  2. Upload it — .dat, .data, .sav or .json all work.
  3. Search for the value you want and edit it, keeping its type.
  4. Download the file and put it back under the original name.

What you can change

  • Currency, levels and any numeric progression stored in the save
  • Unlock and completion flags
  • Inventory arrays and item counts
  • Player name and other stored strings

Where the saves are stored

Unity writes to a per-game persistent data folder: on Windows %USERPROFILE%\AppData\LocalLow\<Company>\<Game>, on macOS ~/Library/Application Support/<Company>/<Game>, on Linux ~/.config/unity3d/<Company>/<Game>. Company and game names come from the project settings, so they may not match the store listing.

What the format actually is

Unity saves are whatever the developer serialised. JSON is plain text and the easiest case; base64 is that same JSON with one wrapper on top; NRBF is the .NET binary format, a typed object graph rather than text. The editor decodes each into the same browsable tree, so the underlying format mostly stops mattering once the file opens.

Warning:Easy Save 3 files (.es3) are encrypted with a password the developer chose. They can be recognised but not edited — that needs a key-input flow we have not built yet. PlayerPrefs is also not a save file: on Windows it lives in the registry rather than on disk.

Related guide: Which games and engines does Save Editor support?

Questions

Why do Unity saves all look different?

Unity has no save format of its own — each developer picks one. The common ones are JSON via JsonUtility, that same JSON wrapped in base64, and .NET binary serialisation (NRBF). All three open here, and detection reads the file contents rather than the extension.

I cannot find a save file at all

Look in the Unity persistent data folder for the game (see above). If the only thing there is a registry-backed PlayerPrefs, there is no file to edit — the game has to write an actual save for the editor to work on.

My Unity save is some other format

Upload it anyway. A recognised-but-unsupported file is logged and retained, which is how formats get prioritised — the ones people upload most get built first.

Other formats