fixed-step-simulation

Community

Make Unity gameplay deterministic at a fixed tick.

AuthordyCuong03
Version1.0.0
Installs0

System Documentation

What problem does it solve?

Variable render frame time can cause inconsistent simulation results, incorrect physics integration, and gameplay that changes depending on performance.

Core Features & Use Cases

  • Fixed-timestep ticking: Runs selected simulation systems in FixedStepSimulationSystemGroup so logic updates at a known rate (e.g., 30Hz/60Hz) regardless of render framerate.
  • Correct time source usage: Uses SystemAPI.Time.DeltaTime inside the fixed-step group so the simulation consumes the fixed delta rather than the render delta.
  • Deterministic gameplay & physics: Ensures physics integration and frame-rate-independent behavior for systems that must tick consistently, including deterministic replay and network prediction.

Quick Start

Use FixedStepSimulationSystemGroup with [UpdateInGroup(typeof(FixedStepSimulationSystemGroup))] and read SystemAPI.Time.DeltaTime inside the system to drive your simulation at the fixed timestep.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: fixed-step-simulation
Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#fixed-step-simulation

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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