We completed the process of building a quick input replay system by using the Command pattern as our foundation. Of course, the code example in this chapter is not production-ready and very limited. Nevertheless, the goal of this chapter was to learn how to use the Command pattern with Unity, and not design an entire replay system.
In the game prototype project in the FPP folder of the GitHub project, we did implement a more advanced example of a replay system that includes serialization and a rewind feature. We recommend checking it out and, of course, modify it at your discretion.
In the next section, we will review some alternatives solutions and approaches that we could have used to build our replay system.