Worst case you can use canvas.imageUrl to get a save of the canvas image. Then to load it you’d take a sprite at the same position as the canvas, load the imageUrl into an animation frame of the sprite, set the sprite size to the same size as the canvas, clear the canvas, and finally paste the sprite into the canvas.
On a side note the plugin did save/load the image at some point. It possibly could have been disabled in code since it was slow, but I don’t recall. I don’t use the plugin anymore and have ceased any development on the plugin itself to fix issues that crop up.
I am happy to try to help with usage questions when I can. Probably not with examples, since I don’t have it installed, but maybe I can help point you in the right direction.