# First Instance Scriptable Save

### Runtime Scriptable Handle

**This component maintains all instances of Scriptable objects during runtime.**

work only in Play Mode

Count show the number of Scriptables Instances the handle have

<figure><img src="https://676120808-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9JKRphkgsDtAtYvuVtog%2Fuploads%2FRudBcPaUcrdg4XMtj20A%2FUnity_qL9sODwaLb.png?alt=media&#x26;token=58dfd013-59ab-4a41-9158-05db91c30654" alt=""><figcaption></figcaption></figure>

Button Save Load work on runtime and no need to use the Button it's work Direct with Auto Save Manager&#x20;

**Inspector Window** show you the Runtime Values inside selected Scriptable Runtime so you can see your data live

<figure><img src="https://676120808-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9JKRphkgsDtAtYvuVtog%2Fuploads%2FXFFR9T7bBZvuFD4r50zD%2FUnity_RHa944vyJM.png?alt=media&#x26;token=5d020c38-d6c2-4a0b-b2d8-8b3a75cf079f" alt=""><figcaption></figcaption></figure>

you can register any Scriptable (even nested) using&#x20;

```cs
// To Define the Scriptable Handle we want the data to go for
	public RuntimeScriptableHandle handle;
	// To Register the Scriptable Instanced we use Register(Scriptable)
	handle.Register(inv);
	// even for nested inv > item
	handle.Register(item);
```

{% hint style="warning" %}
it's work directly with Autosave Manager but you need to register every instance Scriptable Object
{% endhint %}

> Example Scene Name: Save Instance Scriptables Nested&#x20;
