A LiveSplit One auto splitter for the Unity game Get To Work. It starts the timer on your first input, splits on every career checkpoint, and runs on the game's own in-game time.
The splitter reads the game's GTWProgressProvider directly out of the running process.
- Download
gtw_autosplitter.wasmfrom the latest release. - In OBS, open the properties of your LiveSplit One source, tick Use local auto splitter, and select the downloaded file.
- Load
splits/get-to-work.lss(or your own 11-segment splits) and make sure your layout displays Game Time, not Real Time — the splitter drives game time.
The same file should also work in desktop LiveSplit via its Auto Splitting Runtime component, though that path is untested.
| Event in game | What the timer does |
|---|---|
| First player input | Starts |
| Reaching a checkpoint | Splits |
| Skipping a checkpoint out of bounds | Skips the untriggered segment and splits the one that ended |
| Finishing the game | Final split |
| Starting a new playthrough | Resets |
Timing is in-game time: the value the game itself accumulates per checkpoint, already load-removed and pause-removed. The splitter sums it and pushes it into LiveSplit's game time every tick, so pausing, loading and menus cost you nothing.
splits/get-to-work.lss is an empty 11-segment splits file matching the main game's checkpoints:
| # | Segment | # | Segment | |
|---|---|---|---|---|
| 1 | Applying For Jobs | 7 | Middle Manager Interview | |
| 2 | Your First Interview | 8 | Middle Management | |
| 3 | Warehouse Trainee | 9 | Department Head | |
| 4 | Warehouse Worker | 10 | Vice President | |
| 5 | Unpaid Intern | 11 | CEO | |
| 6 | Junior Financial Analyst |
A segment ends when you reach the next checkpoint, and the last one ends when the game does. Any 11-segment layout works; only the count matters.
cargo build -p gtw-autosplitter --release --target wasm32-unknown-unknown
cargo test -p gtw-logicThe output is target/wasm32-unknown-unknown/release/gtw_autosplitter.wasm. The
wasm32-unknown-unknown target is pinned in rust-toolchain.toml, so a plain rustup
toolchain is all you need.
The split logic lives in crates/gtw-logic, a no_std, dependency-free state machine that can
be tested without the game, a process, or wasm. crates/gtw-autosplitter does the process and
Mono attaching and nothing else.
Releases are cut by CI from the workspace version: every push to main builds and tests, and
publishes v<version> with the .wasm attached if that tag does not exist yet. To cut one,
bump version in the root Cargo.toml and merge.