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IMPORTANT - Ultimate Replay 2.0 is now marked as legacy and has been replaced by Ultimate Replay 3.0. Version 2.0 will still remain available for long term support and bug fixes, but new features will no longer be added.
Ultimate Replay 2.0 is the next generation in complete stated based replay systems and is designed to make adding replays to your game as quick and simple as possible. Setting up a replay is as simple as adding the appropriate replay components to objects that you wish to replay.
Want to try before you buy? Take a look at the free trial version to see if Ultimate Replay 2.0 fits your needs.
The asset works by recording 'snapshots' of the scene at regular intervals. These snapshots can then be used to reconstruct the scene during playback to produce smooth and accurate replays.
Due to thestate based nature of the asset, it is possible to view replays from any angle or even fly around the scene as playback occurs.
Ultimate Replay 2.0 is desgined to be versatile and easy to use and can be used to create kill-cams/death-cams, action replays, ghost vehicles and much more.
Features
• Quick and easy setup / integration into existing projects.
• Simple API for replay and playback control means that very little scripting knowledge is required.
• Record and replay as many different objects as you want simultaneously.
• Uses a state-based replay system meaning that you can view playback from different camera angles or even fly around as playback occurs.
• Full support for instantiation or destruction of objects during recording.
• Fully interpolated playback means that you can record at ultra-low frame rates (5fps and less) and retain smooth and accurate replays.
• Supports playback at any speed from ultra-slow motion to 2 or 4x.
• Supports reverse playback which can be used to produce a rewind effect.
• Playback can be paused and resumed at a later date.
• Full playback seek support allows you to jump to any point in a recording.
• Full control over recording frame rate to make sure you capture the best quality recording at the smallest memory cost.
• Recording an object is as simple as attaching a replay component.
• Built-in support for recording transform, audio, particles, animation, and more.
• Easily create your own component recorders to expand the capabilities.
• Memory recording can be setup as continuous or as a rolling buffer configuration.
• File support means that you can create persistent replays for later game sessions.
• Highly optimized file format allows for lengthy replays with minimal file size and high performance streaming.
• ReplayVars allow script variables to be recorded simply by adding an attribute.
• Get useful hints about the storage space requirements for all replay objects.
• Includes example GUI controls for playback manipulation.
• Comprehensive .chm documentation of the API for quick and easy reference.
• Fully commented C# source code included.
Demos
Ultimate Replay 2.0 includes the following demo games to show how certain replays can be implemented:
• Racing game featuring ghost vehicle.
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