Updating World at a different rate

Haven’t found any ways to do. Most solutions involve updating manually each system, but why can’t the world simply update them all in one go?

My use case is simple: I have a simulation loop running at a fixed interval.

I’m currently going around this problem by doing this before every OnUpdate():

            time += Time.deltaTime;
            if (time < DefaultUpdate.TIME_INTERVAL) return;
            time = 0f;

Any other way to do this?

You could create a different world and manage that yourself how you want it. Or disable the automatic bootstrap of the default world and make that work how you want it.
The default script is a “one fits all” solution, you can get the script from the entities package folder I think and modify that probably. Something along those lines I think

That’s exactly my issue. How do I create a separate World and update it manually, while still maintaining the magical update order (e.g. UpdateAfter/Before )?

I think I saw a thread some time ago about this, can’t find it right now though.
Maybe take a look at these, could be helpful possibly

Yeah, well, ScriptBehaviourUpdateOrder.UpdatePlayerLoop is the only way to make them tick while doing its update order magic, but that hooks up to one of the update loops ( update, fixed update ).

Wish there was more info on this subject :frowning:

Do we really have to wait for their FPS networking demo to see how they implemented independent world updates?

I got the same issue. Really want to update a world manually and keep the update order.