custom
Custom engine adapter
First document the runtime/engine version or build identity and the existing loop. Do not invent a 60 Hz clock merely because other engines often expose fixed-step patterns.
Timing contract
Publish the project's actual simulation model: fixed step, variable step, multiple rates, lockstep, server-authoritative, or another explicit design. If a fixed step exists, record its configured duration/rate and catch-up/drop policy. Keep render interpolation and presentation callbacks separate from authoritative gameplay state.
Map these responsibilities conceptually rather than forcing a specific function signature:
- semantic input sampling;
- logical tick/time identity;
- actor pose/animation presentation;
- gameplay contact queries;
- collision-safe movement/knockback;
- presentation/juice events.
Per-actor hitstop freezes only the named logical/action clocks. A separate global pause may freeze broader systems when the project explicitly owns that behavior.