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    Class KaijuTickerPhysics

    Provides an easy means to tick your local client every physics step. Note that TicksPerSecond will not be accurate unless one divided by Time.fixedDeltaTime equals an integer value. Additionally, computationally expensive games may cause the physics step to not truly run at the given rate. Further, dynamically changing it or Time.timeScale at runtime will result in undefined behavior. If your game requires either of these, it is recommended you use the KaijuTickerRate instead.

    Inheritance
    System.Object
    KaijuTicker
    KaijuTickerPhysics
    Inherited Members
    KaijuTicker.OnTick
    KaijuTicker.Tick
    Namespace: KaijuSolutions.MultiplayerEngine.Synchronization
    Syntax
    public sealed class KaijuTickerPhysics : KaijuTicker

    Properties

    TicksPerSecond

    The number of ticks per second to run at, calculated by dividing one by the Time.fixedDeltaTime and multiplied by the Time.timeScale. You must ensure this produces an integer value without any decimals or interpolation may not work properly.

    Declaration
    public override uint TicksPerSecond { get; }
    Property Value
    Type Description
    System.UInt32
    Overrides
    KaijuTicker.TicksPerSecond

    Methods

    Connected()

    Handle spinning up the background thread to increment the tick.

    Declaration
    protected override void Connected()
    Overrides
    KaijuTicker.Connected()

    Disconnected()

    Handle shutting down the background thread to increment the tick.

    Declaration
    protected override void Disconnected()
    Overrides
    KaijuTicker.Disconnected()
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