Time Tick OFFICIAL SALE

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.