fixed-step-simulation
CommunityMake Unity gameplay deterministic at a fixed tick.
Software Engineering#determinism#network prediction#fixed timestep#unity dots#physics integration#system groups
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
FixedStepSimulationSystemGroupso logic updates at a known rate (e.g., 30Hz/60Hz) regardless of render framerate. - Correct time source usage: Uses
SystemAPI.Time.DeltaTimeinside 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 requiredComponents
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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