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Question by valeriopavan · Nov 26, 2021 at 08:04 AM · physicsraycastragdollfixedupdateupdate function

Raycast and Physics(Ragdolls): Update() or FixedUpdate()?

Hello! This is the situation: I got a Raycast (under Update() function) that when hit an enemy, launch an event that starts a method that enables all its colliders and Rigidbodies (that is, enable the ragdoll). Should I put the Raycast under FixedUpdate()?

Plus, I noticed sometimes the ray doesn't hit the enemy collider. It seems to fire through it. Thanks!

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Answer by xxmariofer · Nov 26, 2021 at 02:17 PM

all physics related code, (including raycast) should go in the fixedupdate

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avatar image valeriopavan · Nov 26, 2021 at 02:37 PM 0
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Thanks @xxmariofer , but in my case the raycast hit a simple capsule collider (not a ragdoll), and only then, it sends the event. What I say is that the raycast (just indirectly) involve ragdolls code. Should I use two separate raycast? one for the shooting and the other for no-physics interactions? Could be too much expensive in term of performance? Thanks for your help.

avatar image xxmariofer valeriopavan · Nov 26, 2021 at 09:53 PM 0
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Always, doesn't matter what you are using the raycast for, use them in the fixed update. You cannot use raycast for non physics interactions, because raycast are already physics operations itself. I can't tell you what you should be doing without more context, for example, using 1 default raycast is (usually) worse performance than 2 raycast but using layers and Ray leghts. There is a chance, that if having multiple raycast fired let you use more specific rays and they will be better for performance

avatar image valeriopavan xxmariofer · Nov 26, 2021 at 11:44 PM 0
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That's perfect! Thanks a lot @xxmariofer

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