FAQ & Support
Use this page for quick decisions and support preparation. For component behavior, follow the linked manual concepts and API references in the documentation navigation.
Do I need every UPFS component?
No. Upgrade SO is the only central progression component.
Add Currency and Economy Handler when UPFS should own affordability and payment. Add Info Provider for presentation metadata. Add listener components when Inspector-configured UnityEvents fit the scene workflow.
Can one project contain multiple progressions?
Yes. Create a separate Upgrade SO for each independent progression.
Weapon power, storage, player rank and factory speed can each use their own Upgrade asset while sharing Currency assets where appropriate.
Should a Currency use Int or Float?
Use Int for whole units and Float only when fractional balances are meaningful to gameplay.
Does UPFS include cloud saving?
No. The included persistence uses PlayerPrefs.
Projects that require profiles, encryption, platform cloud storage or a third-party save framework should integrate those requirements through a project-owned adapter and a defined initialization order.
Is UPFS tied to a render pipeline?
No. Core UPFS is data, runtime logic and Editor tooling and is independent of Built-in, URP and HDRP.
Can I rename assets after release?
Treat configured Upgrade and Currency names as stable data identifiers.
A visual Project-window filename change is different from changing a configured name used by persistence or economy matching. Test migrations with representative existing saves before shipping renamed identifiers.
Prepare a useful support request
- Unity version and UPFS version
- Exact Console error and full stack trace
- Screenshot of the complete relevant Inspector section
- Payment mode, Currency type and whether save data already existed
- Small reproduction steps beginning from entering Play Mode