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UI Design

Save slot and recovery warning UI design guide

Learn how to reduce overwrite mistakes, clarify the newest save, and design safer recovery flows in your game's save screen.

公開日: 2026-07-07#Save Design#Recovery Flow#UI Design#Beginner

Quick Start

Start with a tiny working version

Save screens are often treated like support features, but they directly affect how safe the whole game feels. If players cannot tell which save is newest, accidentally overwrite old progress, or cannot recover from a bad branch, trust drops quickly.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

SaveRecoveryTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float saveSlotIndex = 1f;
    [SerializeField] private float checkpointDistance = 2f;
    [SerializeField] private float retryCount = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

SaveRecoveryTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "保存地点を記録" : step == 1 ? "リトライを選ぶ" : "復旧警告を出す";
        if (statusText != null)
        {
            statusText.text = $"{label}\nsaveSlotIndex={saveSlotIndex:0.##}\ncheckpointDistance={checkpointDistance:0.##}\nretryCount={retryCount:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

SaveRecoveryTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nsaveSlotIndex={saveSlotIndex:0.##}\ncheckpointDistance={checkpointDistance:0.##}\nretryCount={retryCount:0.##}";
        }
        Debug.Log($"セーブと復帰導線: {label}");

Complete script

SaveRecoveryTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class SaveRecoveryTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float saveSlotIndex = 1f;
    [SerializeField] private float checkpointDistance = 2f;
    [SerializeField] private float retryCount = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "保存地点を記録" : step == 1 ? "リトライを選ぶ" : "復旧警告を出す";
        if (statusText != null)
        {
            statusText.text = $"{label}\nsaveSlotIndex={saveSlotIndex:0.##}\ncheckpointDistance={checkpointDistance:0.##}\nretryCount={retryCount:0.##}";
        }
        Debug.Log($"セーブと復帰導線: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

Learn how to reduce overwrite mistakes, clarify the newest save, and design safer recovery flows in your game's save screen.

The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.