Custom Tick System View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
2022.3.44 or later
Package size
237 KB
Files
27
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Custom Tick System

by Energise (opens in new tab)

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Custom Tick System is a high-performance, tick manager designed for projects that require precise and scalable time-based logic execution without relying on Update() methods or coroutines.

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Last 6 months

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Price history for Custom Tick System, 6 months Current Free; lowest Free; highest Free in this period. $0 Jun Jul Aug Sep Oct Nov

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Custom Tick System screenshot 1

Custom Tick System screenshot 1

About this asset

Allows you to register methods or actions to be called at custom intervals, with optional delays, one-shot execution, and pause/resume control. Ticks can be assigned via attributes or registered programmatically using a builder API. This system replaces scattered timing logic with a centralized, deterministic tick loop.

Key Features

  • Custom tick intervals per function or action
  • Zero hot-path GC allocations for every registered tick
  • Attribute-based or builder-style registration
  • Optional delays, one-shots, pause and resume
  • Centralized ticking via Unity’s PlayerLoop (no GameObjects required)
  • Runtime-safe, editor-only debugging tools included
  • Fully documented and unit-tested

Benefits

  • Performance Optimized: Runs without generating garbage each frame, making it ideal for mobile, VR, and high-frequency logic such as AI, damage-over-time, background logic, or event dispatching.
  • Cleaner Architecture: Avoids bloating MonoBehaviour with Update() methods. Keeps tick logic encapsulated and modular.
  • Flexible Timing Control: Set custom intervals, start delays, and one-shot execution for precise scheduling of any logic.
  • Central Debugging: Includes an editor window to inspect, pause, resume, and unregister ticks during playmode.
  • Scales Easily: Supports thousands of concurrent ticks without frame drops or memory churn.

Use Cases

  • Periodic AI decisions or sensory checks
  • Damage-over-time and timed effects
  • Background data polling or syncing
  • Cooldowns and scheduled actions
  • Procedural generation steps
  • Lightweight job scheduling in gameplay systems

Whether you're building a real-time strategy game, action RPG, simulation, or any system with repeating logic, offering a fast, GC-safe, and easy-to-maintain alternative to traditional update loops or coroutine-based ticking.

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2022.3.44f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.