A premium build order editor for Unity.
Author, simulate, validate, compare and export build orders for RTS, colony sims, tactical and management games — faster than a spreadsheet or a text file.
Chronoforge is a dedicated editor tool, not a runtime gameplay system. It gives designers a keyboard-first workspace to plan opening sequences with live validation and a visual timeline, on top of a clean, generic data model that no single game is baked into.
Stop iterating build orders in a spreadsheet. Forge them.
| Three-column workspace | Step list · step details · timeline + validation, all live. |
| Keyboard-first | Insert steps with 1–6, navigate with arrows, multi-select, copy/cut/paste across assets, duplicate, delete — all without leaving the keyboard. |
| Templates | Flag any build order as a template, then append or replace from it in one click. |
| Benchmarks | Author timing/supply checkpoints ("Factory by 2:24 at 23 supply"); live pass/fail per checkpoint and markers over the timeline. |
| Live validation | 12 rules — timing, supply, cost, prerequisites, branches, duplicates, incomplete data — surfaced without blocking editing. |
| Clean-build analysis | Opt-in execution-quality checks: supply blocks, idle production, resource stockpiling, worker gaps — the things a spreadsheet can't tell you. |
| Lightweight simulation | Timeline, cumulative supply, and resource shortfall against an optional per-resource economy model. |
| Conditional branches | Named variation lanes gated by designer-authored conditions. |
| Tags and filtering | Reusable coloured labels, toggle-chip filtering by tag, and instant text search over the step list. |
| Import / export | Schema-versioned JSON round-trip, CSV import, and a readable text share format. |
| Snapshots | Capture state for history, restore, and planned-vs-actual comparison. |
| 11 native step types | Unit, Building, Upgrade, Economy, Scout, Attack, Expand, Tech, Defense, Note, Custom. |
Coming soon — open the package in Unity 6 and drop editor captures here.
Via Unity Package Manager (git URL) — Window ▸ Package Manager ▸ + ▸ Add package from git URL:
https://github.com/Nekuzaky/Chronoforge.git?path=/Packages/com.nekuzaky.chronoforge
Or clone this repository and open it directly in Unity 6 (6000.0+). The package
lives at Packages/com.nekuzaky.chronoforge/. No external dependencies.
- Create an asset:
Assets ▸ Create ▸ Chronoforge ▸ Build Order(or right-click in the Project window). - Double-click it, or press Open in Chronoforge in the inspector.
- Add steps from the toolbar or with the number keys, edit in the details panel, and watch validation and the timeline update live.
- Export to JSON or text to share — or import an existing JSON or CSV build order.
Want to see it running? Chronoforge ▸ Create Demo Scene builds a sample build
order and a scene, wired end to end; press Play to watch it play back with the in-game
overlay and a scrub/speed transport.
| Key | Action |
|---|---|
1 – 6 |
Insert Unit / Building / Upgrade / Economy / Tech / Note after the selection |
↑ ↓ |
Move the selection |
Ctrl + C / X / V |
Copy / cut / paste steps — works across assets and sessions |
Ctrl + D |
Duplicate selection |
Del |
Delete selection |
Click + Shift / Ctrl |
Multi-select steps |
| Drag | Reorder steps (when no filter is active) |
Chronoforge enforces a strict runtime / editor separation so its logic is testable and reusable by the in-game overlay or a companion app.
Packages/com.nekuzaky.chronoforge/
├── src/
│ ├── Runtime/ Chronoforge.Runtime (no UnityEditor dependency)
│ │ ├── Data/ Asset, Step, Branch, Condition, Requirement,
│ │ │ ResourceCost, Tag, Benchmark, Snapshot
│ │ ├── Evaluation/ Validator, Simulator, clean-build analyzer, queries
│ │ └── Serialization/ schema-versioned JSON, CSV import, clipboard, text
│ └── Editor/ Chronoforge.Editor (UI Toolkit)
│ ├── Panels/ list, details, timeline, benchmarks, clean build,
│ │ structure, templates, compare, history, validation,
│ │ export, quick-add, search
│ └── UI/ USS theme + palette
├── Overlay/ Chronoforge.Overlay — in-game companion HUD
├── Demo/ Chronoforge.Demo — demo driver for the overlay
├── Tests/ Chronoforge.Tests — edit-mode NUnit suite
├── Samples~/ JSON starter templates
└── Documentation~/
Chronoforge.Runtime— data models plus all business logic (BuildOrderValidator,BuildOrderSimulator,BuildOrderCleanBuildAnalyzer,BuildOrderSerializer). UI-agnostic and unit-testable.Chronoforge.Editor— the UI Toolkit workspace. Panels are decoupledVisualElements wired through a singleBuildOrderEditorContext; no build-order logic lives here.Chronoforge.Overlay— runtime UI Toolkit HUD driven by the host game's clock.
| Type | Role |
|---|---|
BuildOrderAsset |
The document: metadata, steps, branches, tags, benchmarks, resource model, snapshots. |
BuildOrderStep |
A single planned action — id-stable and self-describing. |
BuildOrderBranch / BuildOrderCondition |
A named variation lane and its gating condition. |
BuildOrderRequirement |
A prerequisite pointing at a step / resource / key. |
BuildOrderResourceCost |
Per-resource cost lines + the economy rate model. |
BuildOrderBenchmark |
A timing/supply checkpoint the build aims to hit. |
BuildOrderSnapshot |
Timestamped serialized copy for history / comparison. |
- Runtime foundation — data model, validation, simulation, serialization
- UI Toolkit editor workspace — list, details, timeline, validation, export
- Benchmarks — checkpoint authoring, live pass/fail, timeline markers
- Full branch / tag / prerequisite editors
- Planned-vs-actual comparison (diff against snapshots)
- CSV import (spreadsheet migration)
- Snapshot restore from history
- Edit-mode test suite
- Clean-build execution analysis
- In-game overlay companion (runtime UI Toolkit)
- Multi-select, cross-asset copy/paste, templates
- Asset Store packaging — screenshots, listing, submission
See CONTRIBUTING.md for the branch model, commit convention, and
code style. In short: feature/* → PR into develop → release into main; runtime
stays free of UnityEditor; public fields use m_, private use _; zero coroutines.
The analysis layer follows the NASA/JPL "Power of 10" rules adapted to C#/Unity —
bounded loops, no recursion, no allocation in hot paths, validated parameters, small
functions. Each rule and how it's applied is documented in
Documentation~/coding-standard.md.
MIT © nekuzaky
Website: www.nekuzaky.com · Email: contact@nekuzaky.com