About Time System: Timers, Day Night Cycle, Clocks & Offline Progress
Ultimate Time Management System is a complete, flexible, and easy-to-use time solution for Unity. Create energy refill systems, daily rewards, construction timers, idle earnings, day/night cycles, countdowns, stopwatches, calendars, survival timers, and other time-based mechanics with a clean, reusable foundation for many game genres.
It provides fast setup, clean workflows, and production-ready timer behavior without requiring separate systems for every feature. Reusable profiles and runtime components let you manage multiple independent timers efficiently.
Key Benefits
- Easy to set up and use
- Supports multiple timer types
- Supports offline progress
- Built-in save and load support
- Suitable for any time-based gameplay task
- Clean C# API for custom gameplay
- Reusable ScriptableObject-based profiles
- Supports multiple independent timers
- Reduces repetitive coding
- Designer-friendly Inspector workflow
Main Features
- Countdown Timer
- Stopwatch Timer
- Clock Mode
- Day Cycle Mode
- Real Time Mode
- Scaled Time Mode
- Unscaled Time Mode
- Manual Time Mode
- Save and Load Support
- Offline Progress Tracking
- Runtime Speed Control
- Duration Override Support
- Progress Bar Support
- Formatted Time Display
- Event-Based Timer System
- Multiple TimerRunner Support
- Clean Inspector Workflow
Included Demo Scenes
- Energy Refill System
- Daily Reward System
- Level Flow Timer
- Timed Lifetime Spawner
- Building Rush Timer
- Day Night Cycle
- Planetary Day Cycle
- All Time Formats Display
- 12 Months Calendar
- Basic Controls
- Update Modes Comparison
- Stopwatch Mode
- Endless Survival
The demo scenes demonstrate practical, game-ready use cases for the system.
Technical Features
ScriptableObject-Driven Profiles: Decouple timer logic from scene objects and share one TimeProfile asset across multiple components.
Advanced Update Modes: Choose between ScaledTime, UnscaledTime, RealTime using the system clock, or completely ManualTime ticks.
Granular Speed Controls: Modify speed locally per timer or control timers synchronously using the global time scale factor.
Save System: Automatic saving uses unique runtime key validation, while the editor flags duplicate save keys to help prevent data corruption.
Event-Driven Architecture: UnityEvents such as OnStarted, OnCompleted, OnLoopCompleted, and OnTick can connect timers to audio, animations, and gameplay events.
Extensible C# Source Code: Modular, commented, and customizable source code organized under the bcylyLabs.UltimateTimeManagementSystem namespace.
Easy Setup
Create or assign a Time Profile, connect it with a TimeRunner, and control the timer through Inspector settings or C# methods. The included demo scenes demonstrate the workflow and help you adapt the system to your own game.
Ultimate Time Management System provides a ready foundation for timers, rewards, cooldowns, offline progress, and other time-based mechanics, helping you build gameplay systems faster and with less repetitive code.
It provides fast setup, clean workflows, and production-ready timer behavior without requiring separate systems for every feature. Reusable profiles and runtime components let you manage multiple independent timers efficiently.
Key Benefits
- Easy to set up and use
- Supports multiple timer types
- Supports offline progress
- Built-in save and load support
- Suitable for any time-based gameplay task
- Clean C# API for custom gameplay
- Reusable ScriptableObject-based profiles
- Supports multiple independent timers
- Reduces repetitive coding
- Designer-friendly Inspector workflow
Main Features
- Countdown Timer
- Stopwatch Timer
- Clock Mode
- Day Cycle Mode
- Real Time Mode
- Scaled Time Mode
- Unscaled Time Mode
- Manual Time Mode
- Save and Load Support
- Offline Progress Tracking
- Runtime Speed Control
- Duration Override Support
- Progress Bar Support
- Formatted Time Display
- Event-Based Timer System
- Multiple TimerRunner Support
- Clean Inspector Workflow
Included Demo Scenes
- Energy Refill System
- Daily Reward System
- Level Flow Timer
- Timed Lifetime Spawner
- Building Rush Timer
- Day Night Cycle
- Planetary Day Cycle
- All Time Formats Display
- 12 Months Calendar
- Basic Controls
- Update Modes Comparison
- Stopwatch Mode
- Endless Survival
The demo scenes demonstrate practical, game-ready use cases for the system.
Technical Features
ScriptableObject-Driven Profiles: Decouple timer logic from scene objects and share one TimeProfile asset across multiple components.
Advanced Update Modes: Choose between ScaledTime, UnscaledTime, RealTime using the system clock, or completely ManualTime ticks.
Granular Speed Controls: Modify speed locally per timer or control timers synchronously using the global time scale factor.
Save System: Automatic saving uses unique runtime key validation, while the editor flags duplicate save keys to help prevent data corruption.
Event-Driven Architecture: UnityEvents such as OnStarted, OnCompleted, OnLoopCompleted, and OnTick can connect timers to audio, animations, and gameplay events.
Extensible C# Source Code: Modular, commented, and customizable source code organized under the bcylyLabs.UltimateTimeManagementSystem namespace.
Easy Setup
Create or assign a Time Profile, connect it with a TimeRunner, and control the timer through Inspector settings or C# methods. The included demo scenes demonstrate the workflow and help you adapt the system to your own game.
Ultimate Time Management System provides a ready foundation for timers, rewards, cooldowns, offline progress, and other time-based mechanics, helping you build gameplay systems faster and with less repetitive code.
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Unity Permanent Decrease 2026-10-29 2026-11-05
Ends Nov 5, 2026