Deterministic Command Engine – Undo, Redo & Replayable Gameplay
JFCreative
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Deterministic Command Engine for undo/redo, replay, turn and tick-based gameplay. Built for scalable systems, custom runtime editors, puzzle games, RTS, and deterministic game architectures.🎮 WebGL Demo 🎮Stop rebuilding undo, replay, and deterministic state from scratch.Every puzzle, card, turn-based, and strategy project needs the same foundation — a clean way to execute, undo, and replay game actions predictably. Without it you end up with fragile state management, unreliable replays, and an undo stack that breaks under edge cases.The Deterministic Command Engine gives you that foundation out of the box.Built for:Puzzle, card, and board games — undo/redo and replay ready from day oneTurn-based and strategy games — structured tick-based execution and state controlRTS and simulation projects — deterministic architecture designed for scaleCustom runtime editors — full undo/redo stack with UI Toolkit and uGUI supportWhat's included:Command pattern architecture with tick-driven and turn-based executionFull undo/redo stack — ready-to-use for both uGUI and UI ToolkitReplay system built on deterministic designDebug editor window for inspection and testingSample projects: UI integration, puzzle game, card game🎮 Try the WebGL Demo — see it running before you buy.📄 Documentation · 💬 DiscordTick-based execution systemTurn-based execution systemCommand pattern architectureUndo / Redo supportUI Toolkit supportReplay systemDeterministic designDesigned for extensibilityIncludes sample projectsIncludes Unity UI integration sampleIncludes UI Toolkit integration sampleIncludes puzzle & card game examplesEditor window for debugging and inspectionThe deterministic architecture also makes it suitable as a foundation for lockstep-style multiplayer systemsAI was used to assist in reviewing the project for potential vulnerabilities and to help draft documentation and code summaries.




