# Save your work

> Understand how Unity saves your scenes, assets, and project settings.

Unity categorizes most saved information into either [scene changes](#SceneChanges) or [project-wide changes](#ProjectWideChanges).

* To save all current scene and project-wide changes, go to **File** > **Save** (or **Save as**).
* To save Project-wide changes, but not Scene changes, go to **File** > **Save Project**.

> **Note:**
>
> If you edit in [prefab editing mode](/engine/6000.3/manual/working-with-gameobjects/prefabs/editing-in-prefab-mode.md), saving through **File** > **Save** only saves changes to the open prefab. Exit the prefab editing mode to save wider changes.

Unity saves some information automatically while you work in the Editor. See [Automatic saves](#ImmediateSaving) for more details.

## Scene changes

Scene changes include modifications to GameObjects in the Scene. For example:

* If you add, move, or delete a GameObject.
* If you change a GameObject's parameters in the Inspector window.

## Project-wide changes

Project-wide changes in Unity apply to your entire project rather than a specific scene. For example, if you create a temporary scene to test changes, you can save the project and not the scene.

Project-wide changes include:

* Editor: When you save your project, Unity saves changes to the Project Settings in the `ProjectSettings` folder, in these files:

  * **Input**: `InputManager.asset`
  * **Tags And Layers**: `TagManager.asset`
  * **Audio**: `AudioManager.asset`
  * **Time**: `TimeManager.asset`
  * **Player**: `ProjectSettings.asset`
  * **Physics**: `DynamicsManager.asset`
  * **Physics 2D**: `Physics2DSettings.asset`
  * **Quality**: `QualitySettings.asset`
  * **Graphics**: `GraphicsSettings.asset`
  * **Network**: `NetworkManager.asset`
  * **Editor**: `EditorUserSettings.asset`

* **Build Profiles**: Unity saves changes to platform profiles and build profiles in the `Library` folder as assets. For more information, refer to [Introduction to build profiles](/engine/6000.3/manual/building-and-publishing/build-settings/build-profiles.md).

* **Changed assets**: When you save project-wide settings, Unity saves any unsaved assets.

  > **Note:**
  >
  > Some asset types have an **Apply** button in the Inspector. Unity will not save these unless you select **Apply**.

* **Dirty assets**: Unity saves **Dirty** assets, which are files on your disk that are modified in the software but not saved yet. You can use [custom Editors](/engine/6000.3/manual/uitoolkits/ui-imgui/extending-the-editor/editor-custom-editors.md) and [scripts](/engine/6000.3/manual/scripting/get-started/creating-scripts.md) to mark an Asset as dirty in one of these ways:

  * Use the [SerializedObject](/engine/6000.3/script-reference/unityeditor/serializedobject.md) class with [SerializedProperties](/engine/6000.3/script-reference/unityeditor/serializedproperty.md).
  * Use the [Undo](/engine/6000.3/script-reference/unityeditor/undo.md) class to record modifications.
  * Use [SetDirty](/engine/6000.3/script-reference/unityeditor/editorutility/setdirty.md).

## Automatic saves

Unity automatically saves the following changes to your disk:

* **New assets**: Unity automatically saves new assets when you create them but you need to save later changes.

* **Asset Import Settings**: For the changes to take effect with most assets, you need to select **Apply** in the Inspector window. Unity saves the changes when you select **Apply**.

* **Baked data**: When you have data that is set to Baked in your project, Unity saves this data after the bake finishes. This includes:

  * Baked Lighting data
  * Baked navigation data
  * Baked occlusion culling data

* **Script execution order changes**: After you select **Apply**, Unity saves this data into each script's `.meta` file.
