void Update() { #if UNITY_EDITOR _profileUpdate.Begin(); #endif //_time += UnityEngine.Time.deltaTime * TimeScale; if (!_pathTimer.IsActive) { _pathTimer.Activate(); } _deltaTime = UnityEngine.Time.deltaTime * TimeScale; _deltaUnscaled = UnityEngine.Time.deltaTime; if (!Game.Paused) { _time += _deltaTime; } _timeUnscaled += _deltaUnscaled; //_deltaUnscaled = UnityEngine.Time.unscaledDeltaTime; RunUpdate(); SystemManager.SystemUpdate(); World.Update(_deltaTime, _deltaUnscaled); //if (GameOptions.UseCulling) { // CullingManager.Main.Update(); //} Entity.ProcessPendingDeletes(); #if UNITY_EDITOR _profileUpdate.End(); #endif }