Class FixedStepSimulationSystemGroup
This system group is configured by default to use a fixed timestep for the duration of its updates.
Inheritance
Inherited Members
Namespace: Unity.Entities
Syntax
[ExecuteAlways]
[UpdateInGroup(typeof(SimulationSystemGroup), OrderFirst = true)]
[UpdateAfter(typeof(BeginSimulationEntityCommandBufferSystem))]
public class FixedStepSimulationSystemGroup : ComponentSystemGroup
Remarks
The value of Time.ElapsedTime
and Time.DeltaTime
will be temporarily overriden
while this group is updating. The systems in this group will update as many times as necessary
at the fixed timestep in order to "catch up" to the actual elapsed time since the previous frame.
The default fixed timestep is 1/60 seconds. This value can be overriden at runtime by modifying
the system group's Timestep
property.
Constructors
FixedStepSimulationSystemGroup()
Declaration
[Preserve]
public FixedStepSimulationSystemGroup()
Properties
MaximumDeltaTime
Set the maximum DeltaTime that will be processed by this group in a single call to Update(). If the actual DeltaTime is larger, the remaining time will be processed during the group's next Update. This helps maintain a minimum frame rate after a large frame time spike, by spreading out the recovery over multiple frames. The value is expressed in seconds. The default value is 1/3rd seconds. Recommended values are 1/10th and 1/3rd seconds. This value can never be lower than the current Timestep value.
Declaration
public float MaximumDeltaTime { get; set; }
Property Value
Type | Description |
---|---|
Single |
Timestep
Set the timestep use by this group, in seconds. The default value is 1/60 seconds. This value will be clamped to the range [0.0001f ... 10.0f].
Declaration
public float Timestep { get; set; }
Property Value
Type | Description |
---|---|
Single |