Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $17.50. The latest store price is $25.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $25 | Latest store price | |
| $25 | Unity First Price 2026-06-19 2026-06-26 | |
| $17.50 | Unity New Release Discount 2026-06-16 2026-06-23 | |
| $17.50 | Unity New Release Discount 2026-06-16 2026-06-23 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Time Tick
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
The idea behind Time Tick:
Every script you write with Update() runs every frame that is (around 60 times per second), whether it needs to or not. Your enemy AI, your health regen, your checks all of them, every frame, forever. That adds up fast.
Time Tick lets you say how often something should run, and handles the rest automatically. Want your AI to think 6 times per second instead of 60? One line. Want something to fire after 2 seconds without a coroutine? One line. Want the whole system to freeze when the player pauses? One line.
What you get:
Cleaner code, fewer headaches, and a meaningful drop in CPU usage, without mutch changing how you think about your game logic.
Instead of cramming everything into Update() and hoping for the best, you decide how often each system actually needs to run. Enemy AI a few times per second. Health regen every second. Economy updates once every two seconds. The Tick System takes care of the timing, the cleanup, and the error handling, you just write the logic.
The included editor tools mean you never have to guess what is happening under the hood. Watch every active subscription in real time while you playtest, cancel or pause anything on the fly, and tweak your update intervals without touching code. What would normally take a custom debug system and a handful of coroutines is already done for you.
The result is a codebase that is easier to read, easier to tune, and cheaper to run, with benchmark numbers to back it up.
Every script you write with Update() runs every frame that is (around 60 times per second), whether it needs to or not. Your enemy AI, your health regen, your checks all of them, every frame, forever. That adds up fast.
Time Tick lets you say how often something should run, and handles the rest automatically. Want your AI to think 6 times per second instead of 60? One line. Want something to fire after 2 seconds without a coroutine? One line. Want the whole system to freeze when the player pauses? One line.
What you get:
Cleaner code, fewer headaches, and a meaningful drop in CPU usage, without mutch changing how you think about your game logic.
Instead of cramming everything into Update() and hoping for the best, you decide how often each system actually needs to run. Enemy AI a few times per second. Health regen every second. Economy updates once every two seconds. The Tick System takes care of the timing, the cleanup, and the error handling, you just write the logic.
The included editor tools mean you never have to guess what is happening under the hood. Watch every active subscription in real time while you playtest, cancel or pause anything on the fly, and tweak your update intervals without touching code. What would normally take a custom debug system and a handful of coroutines is already done for you.
The result is a codebase that is easier to read, easier to tune, and cheaper to run, with benchmark numbers to back it up.