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Question by Loui_Studios · Jan 29, 2017 at 02:17 PM · updatefixedupdateenabledupdates

Only Disable One Update on a Script

Say I have a script with two loops:

 void Update() {
     Debug.Log("Update");
 }
 
 void FixedUpdate() {
     Debug.Log("FixedUpdate");
 }

If I wanted to disable the script from looping, I would use:

 this.enabled = false;

But what if I only wanted to disable either the FixedUpdate()? or Update()? I can only have both, or none.

So is there a way to disable one of the loops, without having to write something like this?

 bool update, fixedUpdate;
 
 void Update() {
     if(update)
         Debug.Log("Update");
 }
 
 void FixedUpdate() {
     if(fixedUpdate)
         Debug.Log("Fixed Update");
 }

If I did that, I'm still calling the Update() and FixedUpdate(), which is pretty wasteful.

Any ways around this?

Thanks.

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avatar image skillbow · Jan 29, 2017 at 03:38 PM 0
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Not sure if this is possible. Why do you need to do it? $$anonymous$$aybe there is another solution\program$$anonymous$$g pattern to what you need.

avatar image Loui_Studios skillbow · Jan 29, 2017 at 03:44 PM 0
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I don't really need to do it. I'm mostly curious. It would be very useful information for the future.

avatar image skillbow Loui_Studios · Jan 29, 2017 at 03:48 PM 0
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One solution then might be to have an empty game object and add two objects to it one with a script that calls Update and the other with a script that calls FixedUpdate, then you could enable/disable as you wished.

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Answer by skillbow · Jan 29, 2017 at 04:04 PM

One solution then might be to have an empty game object and add two objects to it one with a script that calls Update and the other with a script that calls FixedUpdate, then you could enable/disable as you wished.

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