A first-person time-manipulation sandbox prototype. Slow time, stop time, destroy turrets, and explore physics-driven gameplay in Unity.Time Manipulator is a first-person 3D prototype that showcases a complete time-manipulation mechanics system. The player navigates a physics sandbox environment using FPS controls, with the ability to slow time, stop time entirely, and unleash a "Chrono Smash" area-of-effect blast to destroy enemy turrets.The project includes a full player controller (movement, jump, sprint, crouch, pickup/throw), four pickup types (health, slow-mo refill, time stop, wide FOV), three logic zones (control inversion, no-jump, no-pickup), moving platforms, jump boosters, enemy turret AI with two fire modes (constant/burst), and a custom post-processing profile (bloom, vignette, color grading, motion blur, ambient occlusion).An editor tool window (Sclera Level Hub) provides one-click spawning of all prefabs, making level assembly fast. Audio is managed through Unity's Audio Mixer with dedicated player and world SFX channels. All game logic uses unscaled delta time to stay responsive during slow-motion, and Time.timeScale is smoothly interpolated for polished feel.Customizability:All player parameters (speed, jump height, health, time-gauge drain/recover rates) are exposed in the inspectorTurret fire rate, damage, range, and fire mode are configurablePickup amounts, time-stop duration, FOV target values are tunable per prefabZone effects and platform waypoints are editable in-sceneThe post-processing profile can be swapped or extendedSuitable for: FPS prototypes, time-manipulation games, action-puzzle projects, physics sandbox experiments, or as a learning reference for Unity game architecture.Disclaimer: "This is a prototype/learning project. It uses AI-assisted code generation and includes third-party assets and models. Please review the license terms before purchasing."Complete FPS player controller (CharacterController) with movement, jump, sprint, crouchSlow-motion system with resource gauge (drain/recover) and smooth Time.timeScale interpolationTime Stop powerup — full freeze effect for configurable durationChrono Smash area-of-effect turret destruction with cooldown4 pickup types: Health, Slow-Mo Refill, Time Stop, Wide FOV3 logic zones: Control Inversion, No-Jump, No-PickupEnemy turret AI with player tracking, yaw/pitch rotation, and CONSTANT/BURST fire modesPhysics object pickup and throw system with spring jointBox spawning with cooldown and timed destructionMoving platforms with waypoint navigationJump booster padsPlayer health system with UI barScore tracking (TextMeshPro UI)5 singleton managers (UI, SFX, points, camera shake, notifications)Post-processing stack (Bloom, Vignette, Chromatic Aberration, Color Grading, Motion Blur, Ambient Occlusion)Camera shake effect with configurable intensityUI pop animations with elastic easingAnimated pickup notification textGaussian blur shader for pause overlaySprite glow shaderUnity Audio Mixer with 3 groups (Music, PlayerSFX, GeneralSFX)Editor tool window (Sclera Level Hub) for one-click prefab spawningAll scripts use Time.unscaledDeltaTime for slow-mo responsivenessPause system that preserves time scale statePortions of the C# scripts in this project were generated with assistance from AI coding tools (large language models) during development. Specifically:Several player system scripts (movement, time manipulation, health) were initially scaffolded and iterated on with AI assistanceEditor tool (Sclera Level Hub) was implemented with AI guidanceAll AI-generated code was reviewed, tested in-editor, and modified by a human developer to ensure correctness, performance, and compatibility. No AI tools were used to generate 3D models, textures, sounds, or other art assets.The project also incorporates third-party assets (EffectCore, EffectExamples) and models which are the property of their respective creators.

