We are very glad to be able to present the “EZ Replay Manager”. It allows you te record your game from any given moment on and replay it… why not replay your game scene backwards or with higher speed? There is an in-game GUI included which can be switched on and off. Integration with any game project has been held very easy, a very detailed explanation was given in the readme.txt, included in the package.
It has been added to the Asset Store here: Unity Asset Store - The Best Assets for Game Making . It took 3 weeks of all-day extensive coding, testing, coding and testing again to eliminate all the glitches and potential bugs. We think we succeded! Indeed, very much work has been put to make it compatible with all your individual projects!
Please look at the demo projects on our website and tell us what you think! Thx
In the free feature limited demo the source code is protected in a DLL. By purchasing the package from the Unity Asset Store you get the whole unprotected code of course. It is entirely written in C#.
We discussed this and will probably release a feature limited demo version in the next 2 days. Utilizing it you will be able to test if the extension works with your application. It will be given in form of a DLL with limited functionality (no speed/timeline corrections/only 300 frames per recording). You will be able to adjust the update interval by changing it on the EZ Replay Manager-Prefab (on Unity GUI) that comes with the demo and the full package.
In the free feature limited demo the source code is protected in a DLL. By purchasing the package from the Unity Asset Store you get the whole unprotected code of course. It is entirely written in C#.
There are some limitations included in this demo package (pls see one post earlier for details) but it is sufficient to test if your application will work with the full package.The provided readme.txt is the actual documentation file which is also included in the full package. Have fun and pls tell us how it went
Ok, I tried it and it didn’t work out of the box for me. It isn’t compatible with SpriteManager2. I think cloning a script and destroy the replay object ended up destroy the mesh, so the original one mesh reference is missing. I haven’t worked with the API directly yet but it seems that learning it would take some time so I won’t be doing that anytime soon.
I think the whole problem is the approach that this plug-in take, which is different from what I want. The plug-in use a create-a-clone-and-deactivate-the-original approach. This can be problematic with a game I’m working on, which use object pool design pattern and that involves lots of instance activation/deactivation.
What I want is something that write to a file or some data structure, then when I replay the game, I can choose to read in data from the saved data structure instead. Maybe this is not possible with the current EZ Replay Manager right now?
Anyway, thank you so much for releasing the demo! I’ll try the programming + API approach when I have more time
Our purchases were increased since the demo was released and so I have to say thank you for giving us this idea of a downloadable demo!
Very sorry to hear that with your individual project it’s not working. Actually the real object is never touched, so it’s totally safe. We took the approach of cloning the original object, deactivating it and deleting scripts on the clone so that it’s physics doesn’t intervene when in replay mode. We circumvented a lot of problems that way. We didn’t test with the SpriteManager2 indeed, but I still didn’t understand your issue 100%. Instance activation/deactivation was being tested and worked stabile.
If you want you could send us a video or screencap of what goes wrong when using the EZ Replay Manager that could maybe help us to improve it for your kind of projects in the future. Well, thank you for your involvement anyway!
BTW - The GUI can be completely switched off by a simple GUI switch, so that it is in the control of the programmer (you) to call the record and replay functions - all is described in the readme.txt (coming with the package) in detail to really make it EZ
Version 2.5 of the Readme-textfile was just released. It’s a PDF, formatted text so that you can read it more easily. Find it here. It demonstrate how easy it is to integrate EZ Replay Manager in your own projects.
Hi! Just want to keep you guys updated on the new development: I found a possible way to save replays to hard disk and load them again. At this moment I cannot say when it will be finished and up in the asset store, but I will, as earlier mentioned, make the package more expensive when the update is ready. Come and get it now for 60$ and you’ll be getting the update for free later.
Hello , i have a project wherein i m drawing a line following the mousePosition. to be more specific , the points are stored in a array and then it is given to the line renderer. But in replay mode i m not able to see the line. Kindly suggest me with the solution ASAP.,.,.,!!!
Hi! Thank you for purchasing. Did you mark the object which is holding the array of points to be recorded? And more importantly, did you adjust SavedStates.cs so that it actually safes the object which is holding the array of points for every frame? If you answer at least one of these questions with “no” it will not work as you intended.
Please let me know what your current configuration is. At the moment you have to mark objects to be recorded (mark4Recording(object)) and you have to specificy WHAT should be recorded. This is done for performance reasons. Defaultly only the position and rotation and if it emits particles is being saved, but as documented here, it is easily extensible. If you did all these things please report back. Thanks!
Thanks for the reply. i have a simple script which draws the line using line renderer and is attached to a gameobject and also the gameobject is attached with object to record.cs file. So when i replay only the gameobject is being recorded and not the line renderer. i tried manipulating with object to propertiesmapping and saved state but didn work out. Hierarchy does contain only gameobject and the main camera and the EZReplayManager Prefab. Kindly revert me back with a solution ASAP.
Can you make this line renderer script available to me? It seems to me, giving you advice blindly is not going to leed to a solution very soon You only have to manipulate (maybe even extend only) from SavedState.cs. The other classes need not to be touched.
I didn’t forget you, but did not have time yet to look into your file, busy with many projects at the same time, as usual. I will report back to you within the next 24 to 48 hours. Hope this will be soon enough for you.