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