Play Mode, Saves, and Diagnostics · Version 0.5
Save Points and Defeat Recovery
Add an interactable Save Point, show player feedback, and choose whether Party defeat returns to the checkpoint or retries from before combat.
Save Point is a Gameplay Component that writes an exact runtime checkpoint when the player interacts with its object. The checkpoint includes player location, scene, strict Game State, Party and inventory state, Quests, battle-compatible data, and supported persistent world changes.
Author a Save Point
- Create or select a scene object.
- Add Save Point. Filmstrip adds or requires Interactable and Collider behavior.
- Enter a readable Save Name.
- Customize the success and failure messages if needed.
- Place and size the Collider; Save Point ensures it is a trigger.
- Enter Play Mode, interact with the object, and confirm the runtime notification.
Defeat policies in Project Settings
- Return to Last Save Point loads the most recent valid Save Point checkpoint.
- Retry from Before Combat restores the snapshot captured immediately before the Encounter.
- When Return to Last Save Point is selected but no valid checkpoint exists, Filmstrip falls back to the pre-combat snapshot and reports the fallback.
Separate from named slots
A Save Point is the current automatic recovery checkpoint used by the defeat workflow. Named player slots are independent saves chosen by the player through the L-key screen.
Failure safety
If the Save Point cannot write its checkpoint, the runtime reports the configured failure message and keeps the previous valid checkpoint.