SimpleTick

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