timing

Community

Control game time: timers, cooldowns, and pauses.

Authorvchelaru
Version1.0.0
Installs0

System Documentation

What problem does it solve?

The engine provides time-aware primitives to drive gameplay logic, including per-frame deltas and pause-aware timing, so cooldowns, timers, and entity lifetimes behave predictably across pause states.

Core Features & Use Cases

  • FrameTime and DeltaSeconds-driven timers for cooldowns, spawns, and UI animations.
  • Pause and PauseMode handling to freeze or keep specific entities during screen pauses.
  • TimeSpan conventions for global time and Delay APIs (DelaySeconds, DelayUntil, DelayFrames) to sequence actions.
  • Simulation Clock concepts to implement world ticks at adjustable speeds while remaining deterministic.

Quick Start

In your CustomActivity, drive all time-based logic with time.DeltaSeconds and use Engine.Time.DelaySeconds / DelayUntil for sequencing.

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: timing
Download link: https://github.com/vchelaru/FlatRedBall2/archive/main.zip#timing

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