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Question by TachyonBlast · Feb 12, 2018 at 10:34 AM · movementpositiontutorialupdate functionbreakout

In the breakout tutorial,why does the paddle movement use Update() instead of FixedUpdate()?

I'm watching the Breakout tutorial, and I would like to know how this code works. Here's the code:

 public class Paddle : MonoBehaviour {
 
     public float paddleSpeed = 1f;
 
 
     private Vector3 playerPos = new Vector3 (0, -9.5f, 0);
 
     void Update () 
     {
         float xPos = transform.position.x + (Input.GetAxis("Horizontal") * paddleSpeed);
         playerPos = new Vector3 (Mathf.Clamp (xPos, -8f, 8f), -9.5f, 0f);
         transform.position = playerPos;
 
     }
 }

Wouldn't that way of moving the paddle cause it to be dependent on the framerate? So, if I had a higher framerate the paddle would move faster? I'd like to know if this is a good way to move the paddle, why/why not and in that case which would be a better way. Thanks.

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Answer by Hellium · Feb 12, 2018 at 11:05 AM

The code inside FixedUpdate will run according to the Physics engine. It should run at a approximate constant frequency.


The code inside Update will run before a frame is rendered. As indicated in the documentation Input.GetAxis is frame-rate independent.


However, because the paddle has a Rigidbody used to detect collision with the ball, I don't understand why FixedUpdate + rigidbody.MovePosition is not used here.

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avatar image TachyonBlast · Feb 12, 2018 at 11:41 AM 0
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Oh, I din't know that about GetAxis! Although I still don't understand how GetAxis can be frame independent as it only returns a float between -1 and 1, and the you use it for whatever you want. Anyway, thank you!

avatar image TachyonBlast TachyonBlast · Feb 12, 2018 at 11:48 AM 0
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Also in the documentation they multiply by DeltaTime but not in the tutorial?

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