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Question by abalta · Aug 30, 2015 at 08:36 PM · script.updatefixedupdatesameusage

update and fixed update same script

Hi, is this correct usage of Update and FixedUpdate in same script? Because I use AddForce and Input feature on my game. Some times input does not work in fixed update so I pushed all input functionalities to Update function.

Here is my script.

 using UnityEngine;
 using System.Collections;
 
 public class BallView : GameView {
 
     void Start(){
         app.controller.ballController.OnBallReadyToStart ();
     }
 
     void FixedUpdate (){
         if (app.model.ballModel.ballRigidBody.velocity.z < app.model.ballModel.velocityLimit) {
             Debug.Log(app.model.ballModel.ballRigidBody.velocity.z);
             app.model.ballModel.ballRigidBody.AddForce (transform.forward * app.model.ballModel.speed);
         }
         #if UNITY_STANDALONE_WIN
         app.model.ballModel.ballTransform.Translate(Input.GetAxis ("Horizontal"),0,0);
 #endif
     }
 
     void Update(){
         if (Input.GetKeyDown (KeyCode.Space) && app.model.ballModel.isGround == false) {
             app.model.ballModel.ballRigidBody.AddForce (Vector3.up * app.model.ballModel.pushForceUp);
             app.model.ballModel.isGround = true;
         }
     }
 
     //Triggers when Ball collide to enemy or ground
     //If the ball collide enemy, game will over
     void OnCollisionEnter(Collision collision){
         app.controller.ballController.OnBallHitsEnemy (collision);
     }
 }

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Answer by jakhir1 · Aug 30, 2015 at 08:40 PM

I don't see anything wrong with that. All your physics calculations should be done in Fixed update and all the Inputs should be in update.

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avatar image abalta · Aug 30, 2015 at 10:30 PM 0
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Ok, I am not sure both update functions using in same script. Does this cost on performance?

avatar image nbg_yalta · Aug 30, 2015 at 10:34 PM 0
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Absolutely not. It doesn't matter.

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