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AI ASSISTENT AND DOCUMENTATION
Short Description:
What is Time Paradox Engine:
It is a large, fully optimized system for time manipulation, with a built-in manager, based on volumes, zones, rules, and permission zones.
Basically everything related to time manipulation:
🌪️ WHAT CAN TIME PARADOX ENGINE SLOW DOWN AND REWIND?
Physics & Movement
Visuals, VFX & Audio
6. Shuriken Particle Systems: RAM Cache, Procedural Resimulation, or Reverse Playback modes.
7. VFX Graph: Native scrubbing backward with Time Slicing & Distance Culling.
8. Shader Properties: Slow down scrolling textures, water ripples, or glowing emissions via MaterialPropertyBlocks.
9. Cinemachine Cameras: Anti-damping teleportation ensures your camera doesn't drift through walls during a rewind.
10. Audio Sources: Dynamic pitch scaling and automatic Low-Pass Filters during anomalies.
11. URP/HDRP Volumes: Smooth post-processing transitions for Time Stop and Slow-Motion.
Logic, UI & Custom Code (Via The Math Bridge)
12. Ammo & Heat levels
14. Cooldown timers and Quest clocks:
15. Environmental Puzzles: Un-press pressure plates, un-open heavy doors, and reverse moving platforms.
16 Animator State Machines: Seamlessly scrub walk/attack animations backward, including bone-perfect historical snapshots.
🔥 NEW IN THIS VERSION:
🛑 ADVANCED LOCAL ANOMALIES (ZONES)
⚠️ WHAT DOES IT TAKE TO REWIND A CUSTOM CONTROLLER? (HONESTY FIRST)
No asset can magically rewind an unoptimized, hardcoded spaghetti script. However, Time Paradox Engine is designed to seamlessly integrate with 99% of custom controllers if you follow our simple interfaces:
💬 24/7 DEDICATED AI ASSISTANT.
Chat with the Time Paradox Support AI Here: it was trained to help you set up everything in editor
❓ FAQ
Does it work with my custom Player Controller?
Yes, swap your Time.deltaTime for GetLocalDeltaTime(), and your controller instantly becomes "Time-Aware" for slow-motion. or use custom channel and Bridge to get the values from the script working with Time Paradox.
Can I rewind the whole scene?
You can, but we give you the tools to do it smartly. By using Auto-Setup Layer Rules, you ensure the engine only records objects that actually matter, preventing massive RAM bloat compared to brute-force global rewinds.
Does it handle death and destroyed objects?
Yes. The lifecycle module safely hides "dead" objects instead of destroying them, allowing them to perfectly resurrect if time is rewound before their death frame.
Kyle Robot Character not included
Version on Unity 6