In a GameObject OO design I would create a Tick Manager that would manage extra ticks per frame by invoking a delegate event MBs subscribe to. But that same concept doesn't apply in a Data Oriented Design, right? The execution of various parts of an ECS design should be managed by the framework Unity built, yes?
So any thoughts on how to implement a Custom Variable Tick Rate for simulation style games?
To clarify, what I mean is that the player should have controls for Pause, Play, 2X Speed, 4X Speed, etc. When running at 4X Speed (or higher) only the simulation should run at that speed. I would expect to be running at the same FPS, but with multiple ticks per frame.