wave8-wrong-system-group-fixed-timestep
CommunityFix frame-rate dependent fixed-timestep logic
Software Engineering#burst#unity-dots#fixed-timestep#system-group#physics-determinism#collision-response#frame-rate-dependency
AuthordyCuong03
Version1.0.0
Installs0
System Documentation
What problem does it solve?
It prevents fixed-timestep simulation code from running in the wrong Unity DOTS system group, which causes frame-rate-dependent behavior and nondeterministic physics.
Core Features & Use Cases
- Pinpoint the failure mode: identify when your system applies forces, writes physics components, or processes collision/trigger events on a render-driven cadence instead of a fixed simulation cadence.
- Move logic to the correct group: refactor systems into
FixedStepSimulationSystemGroupwith appropriateUpdateBefore/UpdateAfterordering for deterministic execution. - Validate runtime correctness: ensure the fixed timestep is configured once (not per frame) and keep simulation-rate logic separate from render-rate interpolation.
Quick Start
Use wave8-wrong-system-group-fixed-timestep to review the target system’s current [UpdateInGroup] and ordering attributes, then rewrite it to run in FixedStepSimulationSystemGroup with correct before/after relationships.
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: wave8-wrong-system-group-fixed-timestep Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#wave8-wrong-system-group-fixed-timestep Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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