Class RateUtils.FixedRateCatchUpManager
Implements system update semantics similar to UnityEngine.MonoBehaviour.FixedUpdate.
Implements
Namespace: Unity.Entities
Assembly: Unity.Entities.dll
Syntax
public class RateUtils.FixedRateCatchUpManager : IRateManagerRemarks
When this mode is enabled on a group, the group updates exactly once for each elapsed interval of the fixed timestep.
 For example, assume a fixed timestep of 0.02 seconds. If the previous frame updated
 at an elapsed time of 1.0 seconds, and the elapsed time for the current frame is now 1.05 seconds, then the
 system group updates twice in a row: one with an elapsed simulation time of 1.02 seconds, and a second time
 with an elapsed time of 1.04 seconds. In both cases, the delta time is reported as 0.02 seconds. If the
 elapsed wall time for the next frame is 1.06 seconds, then the system group doesn't update at all for that
 frame.
 This mode provides the strongest stability and determinism guarantees, and is best suited for systems implementing
 physics or netcode logic. However, the systems in the group will update at an unreliable rate each frame, and
 may not update at all if the actual elapsed time is small enough. The running time of systems in this group
 must therefore be kept to a minimum. If the wall time needed to simulate a single group update exceeds the
 fixed timestep interval, the group can end up even further behind than when it started, causing a negative
 feedback loop.
Constructors
| Name | Description | 
|---|---|
| FixedRateCatchUpManager(float) | Construct a new instance | 
Properties
| Name | Description | 
|---|---|
| Timestep | The timestep since the previous group update (in seconds). | 
Methods
| Name | Description | 
|---|---|
| ShouldGroupUpdate(ComponentSystemGroup) | Determines whether a system group should proceed with its update, and also how many times it should update per frame. |