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Ticks

Positions and ranges are world units. The default simulation frequency is 60 ticks per second and is configured by SimSettings.TicksPerSecond. Convert authored seconds with SimSettings.Ticks; do not assume a fixed conversion in custom systems. Percent stats use the configured stat bindings and percentage conversion; percent stats use percentage points, and probability fields such as hit-effect Chance use fractions from 0 to 1.

Each running tick schedules spawns, moves players, updates weapon anchors, advances statuses and enemies, admits behaviour spawns, rebuilds the spatial index, ticks weapons/projectiles, resolves deaths/triggers/pickups and regeneration, then performs end checks. Modules expose named boundaries in this order. Read Extending for the exact module phases.

Events belong to one tick. Consume world.Events after the simulation step, before the next step clears it. Presentation keeps interpolation snapshots of positions and renders between ticks; the interpolation alpha never changes simulation time.

Entry point and reference fields

Entry point: Code-only: use the API reference for the named types.

Field / API Purpose
TicksPerSecond Simulation frequency; default 60
SimSettings.Ticks Seconds-to-ticks conversion
Events Only the current tick
alpha Render interpolation only

Figure

Concept diagram.

Concept diagram.

Check your result

Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.

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