Time Paradox Engine: Time Manipulation System OFFICIAL SALE

Play DEMO there is much more to see

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.

What it can do:

Basically everything related to time manipulation:

  • Rewind / Slow Motion / Time Stop
  • Projectiles that rewind time, slow down, or stop
  • Time manipulation zones
  • Kinetic zones (time flow depends on player movement)
  • Kinetic accumulator (you stop or slow time for an object or enemy, hit it from multiple directions, and when time returns to normal, the accumulated force is applied based on the delays you set from each direction)
  • Time Ghosts (your interactive time clones)
  • Works with navmesh, animations, AI, particles, physics, sound, shaders, controllers, script values, and much more

🌪️ WHAT CAN TIME PARADOX ENGINE SLOW DOWN AND REWIND?

Physics & Movement

  1. Player & Enemy Rigidbodies (3D & 2D): Full velocity and angular momentum tracking.
  2. NavMeshAgent AI: Perfect slow-motion pathfinding with anti-slip momentum braking.
  3. Custom Projectiles: Arrows, bullets, and rockets (Kinematic or Physics-based).
  4. Kinetic Accumulators: Absorb hits during a Time Stop and release the kinetic energy all at once.
  5. Hinge Joints: Automatically suspended during rewinds to prevent physics glitches.
  6. Animator State Machines: Seamlessly scrub walk/attack animations backward, including bone-perfect historical snapshots.

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

13. Wind Zones:

14. Cooldown timers and Quest clocks:

15. Environmental Puzzles: Un-press pressure plates, un-open heavy doors, and reverse moving platforms.


🔥 NEW IN THIS VERSION:

  • Time Echoes (Paradoxes): Rewind time and spawn a physical "Ghost" clone that replays your recorded history! Complete with synchronized Animator states, procedural bone mapping, and separate event triggers for ghosts
  • Kinetic Accumulator (Stasis Impact): Hit a frozen object multiple times to build up potential energy, set the delay between,
  • Expression Tree Math Bridge:  Eliminated slow C# Reflection.Bind your custom variables (HP, Stamina, Light Intensity) via the Inspector, and the system compiles lambda delegates in real-time for zero-overhead manipulation.
  • Decoupled Animation Framerate: Record heavy procedural bone histories at 15 FPS, while the engine mathematically up-samples and interpolates them back to 50 FPS during rewind for perfectly smooth playback.

⚡ AAA PERFORMANCE (ZERO GC & MULTITHREADING)

Built with high-performance C# and NativeArrays. Time Paradox Engine processes thousands of objects simultaneously using IJobParallelForTransform and the Burst Compiler. Circular buffers use O(1) bitwise operations. It allocates zero memory during standard gameplay loops. Fully optimized for Desktop, Consoles, Mobile, and VR.

🛑 ADVANCED LOCAL ANOMALIES (ZONES)

  • Local Rewinds: Objects inside a zone are forced to walk backward in time, while the rest of the world plays normally forward.
  • Kinetic Zones (Superhot Style): Time only moves when the player moves.
  • Non-Alloc Object Pooling: Zones handle hundreds of overlapping projectiles without frame drops using pooled targets and Unity's non-alloc physics APIs.

⚠️ 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:

  1. The Kill-Switch: Your script must survive being temporarily disabled during a rewind. Our Component Manager handles this automatically.
  2. The Adapter Interface: Implement the tiny ITimeWarpCharacterAdapter interface to replace Time.deltaTime with our scaled local time, ensuring perfect slow-motion.
  3. The State Listener: Implement ITimeWarpStateListener to get notified the exact frame a rewind ends, allowing your AI to instantly acquire new targets.

💬 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() via our simple interface, 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 create "Ghosts" that replay my actions?

Absolutely. The Time Paradox Module extracts positional history, Animator states, and custom events (like "Shoot" or "Jump") to spawn a physical clone that perfectly replays past actions and can even push physical objects out of its way.

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

Let’s create something timeless ❤️