All you have to do implement abstract class GameSaveViewList according to your game's custom save data.
Example
usingUnityEngine.UIElements;usingCupkekGames.Core;publicclassGameSaveViewListExample:GameSaveViewList<GameSaveDataExample>{protectedoverrideGameSaveManager<GameSaveDataExample> GetSaveManager() {return (GameSaveManagerExample)GameSaveManagerExample.Instance; }protectedoverrideboolIsInGame() { // If MainMenu Scene is not loaded, we are not in game // so return false to disable savingreturn!SceneLoader.Instance.IsLoaded("MainMenu"); }protectedoverrideVisualElementSlotOne(int index,GameSaveDataExample data) { // Create custom visual element to show data about your savereturnnewLabel("Save-"+ (index +1)); }protectedoverrideVisualElementSlotTwo(int index,GameSaveDataExample data) { // Second slot to show datareturnnewLabel("Gold: "+data.Gold); }protectedoverridevoidOnLoadButtonClicked(int saveSlot,GameSaveDataExample slot) { // Load Save and Start GameGameSaveManager.CurrentSave.Data= slot;SceneLoader.Instance.LoadScene("Base",SceneTransitionManager.Instance.Transitions.Dictionary["Fade"]);GameSaveView.ReturnClicked(); // unloads prefab }}