ReLive Lite


Runtime save & rewind system for Unity. Capture, restore, and branch game state with prefab support, encryption, and custom adapters. Great for undo/redo, testing, simulations, and time control


by Simeon Mladenov


Price History +

Dual-Mode API

  - SnapshotService - classic slot-based save / load with async calls

  - VersionedSnapshotService - full timeline control using keyframes and delta snapshots  

Rewind & Replay

- Run scene-wide or per-object rewind and generate frame-perfect replays from per-frame deltas  

Branching Timelines

- Fork separate “what-if” branches at runtime and jump between them instantly  

Adapter System

- 30+ built-in adapters like Transform, Rigidbody, Animator, Colliders etc

- Add any custom component in ~20 lines via clean "IChronoAdapter" interface

GC-Efficient Performance

  - Object and list pools for snapshots and entries keep allocations low

  - Typical snapshot and restore operations run in single-digit milliseconds on mid-range hardware  

  - Coroutine-driven pipeline prevents frame-time spikes during long captures  

Dependency-Aware Restoration

- Automatic topological ordering (Transform → Rigidbody → custom) removes load-order bugs

Stable GUID Tracking

- ChronoTarget IDs persist through instantiation, destruction and scene loads; no broken references

Modular Storage

- in-memory `MemoryStore` and encrypted `FileStore` included; extendable via `ISnapshotStore` for cloud, database or PlayerPrefs back-ends  

Editor Tooling 

- dedicated inspectors for Auto-Detection objects;Snapshot editor window;Diagnostic Window

Full C# code

- clean, well documented with interface separation and unit-test-friendly design