Chronos brings full time control to Unity. It is easy to use, optimized for performance and equipped to handle any scenario you have in mind. Perfect for magic spells, puzzle games, sci-fi abilities or special effects!
Hi, thanks for the great asset, just bought,and have 2 question:
1.the music using in the demo video is great, can you tell me the name/author:smile: ?
2.how to rewind the particle,i add timeline and local clock on the particlesystem,it can control the speed,but how to
rewind the particle?this is important to me,thanks!!!
I haven’t had the chance to test it with PlayMaker yet (sales have been quite low and PlayMaker is quite an expense). Once I get some more sales, full support is on top of my priority list for the next version.
I was wondering if it would be possible to save out a timeline to a file so it could be loaded into another player’s game. An example use would be for a replay (but that’s not what I’d want to use it for!).
Also what are the limits on its usage? What’s the typical memory usage per object per second of stored data?
Currently, there is no built-in way to export or import rewind data (that’s what you’re talking about, right?). I’m working, however, on a smaller “replay” plugin that will do exactly what you’re asking. It should be released this month, if all goes well.
As for the memory usage, it’s really quite low. Because Chronos interpolates between snapshots, it doesn’t have to record 60 times / second. Usually, 2-5 snapshots/s are enough. The amount of memory taken depends on the amount and type of variables you record, of course, so I can’t give you a direct answer. However, say you record the transform and velocity (ex: for rigidbodies), according to my tests, you could easily have hundreds of objects recorded for many minutes, so the bottom line would be: don’t worry too much about it.
I’ve actually made some progress on particle rewind! No promises yet, but perhaps I can make something that looks decent (my biggest problem right now is looping particle systems).