Ultimate Replay 2.0 is a complete state-based replay system designed to make adding replays to your game quick and simple. It records 'snapshots' of the scene at regular intervals, allowing for smooth and accurate replays. The system is versatile and easy to use, making it suitable for creating kill-cams, death-cams, action replays, and more.
The trial version is available for evaluation purposes only. The asset features a simple API for replay and playback control, allowing for quick integration into existing projects. It supports recording and replaying multiple objects simultaneously, with full support for instantiation or destruction of objects during recording.
Key features include:
- Quick and easy setup and integration
- Simple API for replay and playback control
- Record and replay multiple objects simultaneously
- State-based replay system for smooth and accurate playback
- Full support for instantiation or destruction of objects during recording
- Interpolated playback for smooth and accurate replays
- Support for playback at any speed, including ultra-slow motion and reverse playback
- Playback can be paused and resumed at a later date
- Full playback seek support
- Control over recording frame rate
- Built-in support for recording transform, audio, particles, animation, and more
- Easily create custom component recorders
- Memory recording can be set up as continuous or rolling buffer configuration
- File support for persistent replays
- Highly optimized file format for lengthy replays with minimal file size and high performance streaming
- ReplayVars for recording script variables
- Example GUI controls for playback manipulation
- Comprehensive documentation and commented C# source code
Demos are included to show how certain replays can be implemented, including a racing game featuring ghost vehicles.
The asset uses a state-based replay system, recording 'snapshots' of the scene at regular intervals. It supports recording and replaying multiple objects simultaneously, with full support for instantiation or destruction of objects during recording. The system is highly optimized for lengthy replays with minimal file size and high performance streaming.




