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time machine game with Unity3D

Sorry can I make "time machine game" with Unity3D ?

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asked Jul 13 '11 at 11:11 AM

Sauliuc gravatar image

Sauliuc
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You don't have to apologize for questioning, although you can be a more frequent user of the search function on the top-right of UnityAnswers-page. ;-)

Jul 13 '11 at 12:50 PM save

Don't post the same question multiple times!!

http://answers.unity3d.com/questions/142941/time-machine-game-with-unity3d-and-playmaker.html

You can edit your question at any time if you want to improve your question. Besides that "is-it-possible"-questions are quite useless since nearly everything is possible and "time machine game" is not really a specific description what you want to do...

Jul 13 '11 at 01:23 PM Bunny83

want to do like a delorean from film "Back to the Future", with changing objects that these was not constructed early in time. 3D action game.

Jul 13 '11 at 02:05 PM Sauliuc

To make a hover-board, just remove the MeshRenderer for the wheels while leaving the WheelColliders in place.

Jul 13 '11 at 02:09 PM Waz

Then you simply want to have a look at Application.loadLevel or Object.Instantiate and Object.Destroy.

Jul 13 '11 at 02:12 PM save
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2 answers: sort voted first

Time.timeScale cannot be set negative. So you have to fake it.

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answered Jul 13 '11 at 11:15 AM

Waz gravatar image

Waz
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In addition to Warwich Allisons answer:

Make sure to use the search-function, the question has been answered before. There you'll find answers like this.


The quick solution is called EZ Replay Manager.

Arrays: You could store object positioning in arrays where you, at rewind, loop through each array backwards for the corresponding objects.

Animations: Another technique would be to record animations at runtime and play them reversed at specified events.

Have a look at: Animations, AnimationCurve, AddKey

Later (when the asset is ready), this will be inspiring as of parts of the implementation: Physics To Animation Tool

Both techniques mentioned will also record possible stuttering, which would need some sort of interpolation technique (a lerp perhaps) between positions. You'd also have to keep track of the real time to sync the events. In addition to that (quite inconvenient problem) is that some objects have trouble rewinding, such as the particle system. Go with the EZ Replay Manager-Asset to, not only save, but rewind and fast-forward your time. ;-)

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answered Jul 13 '11 at 12:48 PM

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asked: Jul 13 '11 at 11:11 AM

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Last Updated: Jul 13 '11 at 02:28 PM