unity
Unity adapter
Inspect the project's Unity version, Time settings, physics backend and existing update ownership before binding gameplay clocks.
Timing
Update is frame-driven. FixedUpdate follows the configured fixed timestep and Time.fixedDeltaTime; a rendered frame may observe zero, one or multiple fixed updates. Do not equate either callback with a universal 60 Hz game clock.
If the project already owns a deterministic gameplay accumulator, preserve it. Physics-facing work may run in FixedUpdate; presentation/interpolation may run in Update/LateUpdate. Keep the discipline's logical phase order explicit across those boundaries.
Per-actor hitstop pauses the selected actor/action clock, Animator or authored simulation state. Do not use global Time.timeScale as a substitute for per-actor combat freeze; a separately designed global pause may still own it.
Bindings
- input: existing Input System/legacy input adapter into semantic actions;
- pose: Animator/manual pose under actor-local time ownership;
- hits: layer-filtered authored gameplay volumes on the logical step;
- knockback: project movement/physics solver, not render transform teleport;
- camera: project Cinemachine/cast solution implementing
camera-anti-cliprules.