Time Tick View on Asset Store (opens in new tab)

Package details

Latest version
1.1.1
Last updated
First released
Unity version
2022.3.62 or later
Package size
210 KB
Files
19
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1
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Time Tick

by Fakan Balint Denes (opens in new tab)

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Time Tick is a lightweight update throttling system. Instead of running logic every frame in Update(),subscribe to ticks that fire at a controlled interval, reducing CPU overhead with zero boilerplate

Price $25.00

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Price history

Last 6 months

USD
Price history for Time Tick, 6 months Current $25.00; lowest $17.50; highest $25.00 in this period. $0 $12.5 $25 Jul Aug Sep Oct Nov Version 1.1.1 released 21 Jun 2026 v1.1.1

Asset preview

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Time Tick screenshot 1

Time Tick screenshot 1

About this asset

The idea behind Time Tick:

Every script you write with Update() runs every frame that is (around 60 times per second), whether it needs to or not. Your enemy AI, your health regen, your checks all of them, every frame, forever. That adds up fast.

Time Tick lets you say how often something should run, and handles the rest automatically. Want your AI to think 6 times per second instead of 60? One line. Want something to fire after 2 seconds without a coroutine? One line. Want the whole system to freeze when the player pauses? One line.

What you get:

Cleaner code, fewer headaches, and a meaningful drop in CPU usage, without mutch changing how you think about your game logic.

Instead of cramming everything into Update() and hoping for the best, you decide how often each system actually needs to run. Enemy AI a few times per second. Health regen every second. Economy updates once every two seconds. The Tick System takes care of the timing, the cleanup, and the error handling, you just write the logic.

The included editor tools mean you never have to guess what is happening under the hood. Watch every active subscription in real time while you playtest, cancel or pause anything on the fly, and tweak your update intervals without touching code. What would normally take a custom debug system and a handful of coroutines is already done for you.

The result is a codebase that is easier to read, easier to tune, and cheaper to run, with benchmark numbers to back it up.

From the publisher's Asset Store listing.

Technical details

  • Zero scene setup, initializes automatically before the first scene loads
  • Tick-based and real-time scheduling in one API
  • Unscaled time support for pause-immune registrations
  • Global and per-handle pause and resume
  • Custom named tick rates defined in the editor
  • Exception isolation per callback
  • Editor debug window and settings window, stripped from builds automatically
  • Includes a Benchmark Scene with live performance stats

For the full API reference, usage guide, and code examples, see the README included in the package.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2022.3.62f3 Compatible Compatible Compatible Compatible

The Benchmark scene uses URP and includes TextMeshPro text components. If you do not need the example scene, you can simply leave it out during import. Other than that, the tool itself is not dependent on any specific render pipeline.

As listed on the Asset Store.