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Question by NarallandaKaratoga · Aug 01, 2019 at 10:30 AM · updatephysics2dfixedupdate

Use frame time for physics update: is it ok?

Since physics uses FixedUpdate, it may not update, or update many times in a single frame, which makes my scripts a mess, especially communicating between Update and FixedUpdate.

Since there's Physics2D.Simulate() Method, I'm simply using render update event to feed it:

 void Update() {
     ...
     Physics2D.Simulate(Time.deltaTime);
     ...
 }

My question is: Since Unity originally does not update in this way, what's the disadvantage? Is it "really" bad so that we should always avoid update like this?

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avatar image Bonfire-Boy · Aug 01, 2019 at 01:42 PM 0
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Using FixedUpdate alongside Update isn't that difficult. If you're having trouble with it, it'd be a much better use of your time to work that out, rather than trying to patch over your problems with a hack like this. And helping you with that would be a better use of our time too. So my recommendation would be to post a new question about your messy scripts. Chances are there's something fairly simple about how things work, that you're not getting.

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Answer by xxmariofer · Aug 01, 2019 at 12:27 PM

Calculating physics will never be 100% precise, but passing a value that is changing all the time will make it even more un precise. Here is what unity saiys about using tim.deltatime with simulate

Note that if you pass framerate-dependent step values (such as Time.deltaTime) to the physics engine, your simulation will be non-deterministic because of the unpredictable fluctuations in framerate that can arise.

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