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Question by AlfEspinosaN · Sep 13, 2019 at 05:02 PM · movementrigidbodymovefixedupdatemovetowards

How good is to put Move.Towards on Fixed Update?

I have a Move.Towards in the update function for some objects cause they dont have a Rigidbody. I also have a trigger event somewhere in the game, but the detection is not as fast cause the Triggers are checked on FixedUpdate. So I decided to put the Move.Towards on the FixedUpdate so they are more on sync. Is this good practice, to put a Move.Towards on Fixed Update without a Rigidbody? Also, what is more optimal: to use the rigidbody movement functions or move.towards??

Thanks

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avatar image TreyH · Sep 13, 2019 at 05:23 PM 0
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Are you talking about Vector3.$$anonymous$$oveTowards? This doesn't have anything to do with physics btw. It just applies a clamped influence in a given direction.

From the documentation on Rigidbody.$$anonymous$$ovePosition: When Rigidbody interpolation is enabled, Rigidbody.$$anonymous$$ovePosition creates a smooth transition between frames.

Not an answer as I think there's some confusion about which of these, so just providing info.

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