timing
CommunityControl 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 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: 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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