Game Balance Preset Vault

Game balancing is fundamentally an iterative science. PlaySync Pro’s Preset Vault allows you to save complete snapshots of your runtime tweaks as standalone ScriptableObject Assets (.asset) for instant A/B comparison and team distribution.


Table of Contents

  1. What is a PlaySync Preset?
  2. Creating a Preset from Play Mode Tweaks
  3. Browsing & Managing Presets
    1. 1-Click A/B Testing
  4. Team & Git Sharing

What is a PlaySync Preset?

A PlaySyncPreset is a native Unity ScriptableObject asset saved inside your project (by default in Assets/PlaySyncPresets/). It stores:

  • Target GameObject paths & hierarchy identifiers.
  • Component full type names (e.g., UnityEngine.CharacterController, Game.WeaponConfig).
  • Serialized property keys and values (Vectors, Colors, Floats, Strings, Enums).
  • Creation timestamp and user author metadata.
[CreateAssetMenu(fileName = "NewPlaySyncPreset", menuName = "ByteLura/PlaySync/Preset")]
public class PlaySyncPreset : ScriptableObject
{
    public string presetName;
    public string description;
    public string sceneName;
    public string author;
    public List<ObjectSnapshot> snapshots = new List<ObjectSnapshot>();
}

Creating a Preset from Play Mode Tweaks

  1. While in Play Mode (or inside the Quick Restore Window upon exiting), click Save as Preset.
  2. Give your preset a descriptive name (e.g., Heavy_Armor_Boss_Balance_V2).
  3. Add optional notes in the description field (e.g., Increased boss projectile speed by 25%, reduced jump recovery delay).
  4. Click Create Preset. The new asset is instantly serialized into your project.

Browsing & Managing Presets

Open Tools > ByteLura > PlaySync > Preset Vault (or the Preset Vault tab in PlaySync Studio):

┌────────────────────────────────────────────────────────────────────────┐
│  Game Balance Preset Vault                                             │
├────────────────────────────────────────────────────────────────────────┤
│  Available Presets (4)                                                 │
│  ┌───────────────────────────────────────────────────────────────────┐ │
│  │ 📦 Player_Arcade_Physics_Fast (8 Changes)  [ Apply to Scene ] [X] │ │
│  │ 📦 Player_Realistic_Physics_Slow (8 Changes)[ Apply to Scene ] [X] │ │
│  │ 📦 Enemy_Wave_Aggressive_AI (14 Changes)   [ Apply to Scene ] [X] │ │
│  │ 📦 Weapon_Recoil_High_Spread (6 Changes)   [ Apply to Scene ] [X] │ │
│  └───────────────────────────────────────────────────────────────────┘ │
└────────────────────────────────────────────────────────────────────────┘

1-Click A/B Testing

Switching between game design iterations is instantaneous:

  • Click Apply to Scene on Player_Arcade_Physics_Fast, enter Play Mode, and test the feel.
  • Exit Play Mode, click Apply to Scene on Player_Realistic_Physics_Slow, and test immediately.
  • No scene duplication, no manual note-taking, and zero merge conflicts.

Team & Git Sharing

Because presets are standard Unity .asset files:

  • They check cleanly into Git, Perforce, or Plastic SCM with zero binary bloat.
  • Game designers can create balance presets and commit them to Git for programmers and QA testers to pull and verify in their local scenes.

Pro Tip: You can ping or select any preset file directly in the Project tab by clicking the Ping button next to the preset name.


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