wave8-wrong-system-group-fixed-timestep

Community

Fix frame-rate dependent fixed-timestep logic

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 FixedStepSimulationSystemGroup with appropriate UpdateBefore/UpdateAfter ordering 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 required

Components

Standard package

💻 Claude Code Installation

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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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