
Custom Tick System is a high-performance, tick manager designed for projects that require precise and scalable time-based logic execution without relying on Update() methods or coroutines.Allows you to register methods or actions to be called at custom intervals, with optional delays, one-shot execution, and pause/resume control. Ticks can be assigned via attributes or registered programmatically using a builder API. This system replaces scattered timing logic with a centralized, deterministic tick loop.Key FeaturesCustom tick intervals per function or actionZero hot-path GC allocations for every registered tickAttribute-based or builder-style registrationOptional delays, one-shots, pause and resumeCentralized ticking via Unity’s PlayerLoop (no GameObjects required)Runtime-safe, editor-only debugging tools includedFully documented and unit-testedBenefitsPerformance Optimized: Runs without generating garbage each frame, making it ideal for mobile, VR, and high-frequency logic such as AI, damage-over-time, background logic, or event dispatching.Cleaner Architecture: Avoids bloating MonoBehaviour with Update() methods. Keeps tick logic encapsulated and modular.Flexible Timing Control: Set custom intervals, start delays, and one-shot execution for precise scheduling of any logic.Central Debugging: Includes an editor window to inspect, pause, resume, and unregister ticks during playmode.Scales Easily: Supports thousands of concurrent ticks without frame drops or memory churn.Use CasesPeriodic AI decisions or sensory checksDamage-over-time and timed effectsBackground data polling or syncingCooldowns and scheduled actionsProcedural generation stepsLightweight job scheduling in gameplay systemsWhether you're building a real-time strategy game, action RPG, simulation, or any system with repeating logic, offering a fast, GC-safe, and easy-to-maintain alternative to traditional update loops or coroutine-based ticking.