SimpleTick View on Asset Store (opens in new tab)

Package details

Latest version
0.6.9-ari/pub
Last updated
First released
Unity version
6000.0.31 or later
Package size
211 KB
Files
11
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3
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SimpleTick

by JeremyD (opens in new tab)

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A lightweight, zero-GC, attribute-based tick system for scheduling code execution at fixed intervals.

Discount -38% Previous price $7.99 Price $4.99

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Price history for SimpleTick, 6 months Current $4.99; lowest $4.99; highest $4.99 in this period. $0 $2.5 $5 Jun Jul Aug Sep Oct Nov

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SimpleTick screenshot 1

SimpleTick screenshot 1

About this asset

Schedule game logic with a single line. No Update, no boilerplate, no GC.

Write less update code. No coroutines. No InvokeRepeating.

Simple[Tick] is a zero-GC tick scheduler for Unity that lets you run methods at set intervals with clean [Tick] attributes or dynamic OnTick.Schedule() (or ScheduleNoAlloc for no GC) calls... No boilerplate, no coroutine mess, no garbage.

Perfect for cooldowns, periodic logic, and background tasks, Simple[Tick] supports both scaled time (paused with the game) and unscaled time (real-time). Whether you're ticking a UI clock, polling a server, or regenerating health, this system has you covered!

Just drop it in and go. One component handles everything. No reflection, no magic. Just clean, fast execution.

This system is useful for:

  • Cooldowns and ability timers
  • Health regeneration ticks
  • AI pathfinding or scan intervals
  • Save autosync or cloud checks
  • Multiplayer ping/polling intervals
  • Time-based UI updates (e.g., clock, event countdown)
  • Lightweight alternative to coroutines or InvokeRepeating
  • Any situation where you want repeatable or one-off timed execution

From the publisher's Asset Store listing.

Technical details

  • Attribute-Based Callbacks
    Use [Tick(interval, mode)] on parameterless methods for effortless scheduling. No setup or boilerplate required.
  • Dynamic Scheduling API
    Call OnTick.Schedule() or OnTick.ScheduleOnce() at runtime to queue repeatable or one-time logic.
  • GC-Free Scheduling
    Use OnTick.ScheduleNoAlloc() to schedule ticks with zero garbage collection allocation. Ideal for performance-critical systems.
  • Scaled and Unscaled Time
    Supports both Time.deltaTime and Time.unscaledDeltaTime using TickMode for full control over game-time or real-time updates.
  • Pause and Resume Support
    Pause or resume individual ticks at runtime for flexible control.
  • Single Component Management
    A single OnTick component manages all tick logic in the scene. No need for additional managers or per-object schedulers.
  • No Reflection
    [Tick] methods are compiled directly into delegates for fast, efficient invocation.
  • Drop-In Integration
    Simply add OnTick to a GameObject to get started. No special setup required.
  • Clean, Lightweight API
    The codebase is readable, minimal, and free of external dependencies. Easy to learn and integrate.
  • TickValidator
    Automatically verifies [Tick] methods on scene load to ensure they are valid and safe to run.
  • Scoped Tick Handles
    TickHandle implements IDisposable, allowing automatic unscheduling using using blocks. Useful for tools, tests, or temporary logic.
  • Custom Error Handling
    Assign error callbacks to individual ticks to handle failures safely without halting the scheduler.
  • Supports Up to 3 Arguments
    Dynamically scheduled methods can accept up to three parameters using overloads. No need to use closures unless desired.
  • MonoBehaviour-Decoupled Backend
    Core tick logic is decoupled from Unity’s Update() loop. The system is portable and suitable for custom use beyond Unity if needed.
  • Fully Documented
    Includes in-code XML summaries, usage examples, and integration notes for every feature. Designed to be easy to pick up and extend.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.0.31f1 Compatible Compatible Compatible Compatible

Unity 2021.3+ Compatible

As listed on the Asset Store.