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Question by Lautaro-Arino · Mar 15, 2017 at 08:00 AM · update

Why use Update and not FixedUpdate()

I understand that physics calculations should be done in FixedUpdate(). But if one uses FixedUpdate() why not put all their update logic in there? Why use Update() ?

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Answer by Eric5h5 · Mar 15, 2017 at 08:43 AM

You should not use FixedUpdate because it doesn't run every frame. So movement will be jerky, one-time input events such as GetButtonDown will be missed randomly, and so on.

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Answer by AurimasBlazulionis · Mar 15, 2017 at 08:21 AM

Update is frame rate dependant and FixedUpdate is run at fixed rate. Update is useful when you do not need 100% deterministic results, it most of the time is called less (when the framerate is less than 50 by default). Also, FixedUpdate does not always work with input handling.

In short: if you do not need deterministic results, do not work with fixed rates in networking, use Update.

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avatar image Eric5h5 · Mar 15, 2017 at 08:44 AM 0
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FixedUpdate isn't 100% deter$$anonymous$$istic either. It's only sort of fixed; depending on how stressed the CPU is, it won't run as many times per second as specified. It's really only for physics.

avatar image lgarczyn Eric5h5 · Mar 15, 2017 at 11:05 AM 0
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If FixedUpdate slows down, so should the game clock. So the game would still be deter$$anonymous$$istic, just slower.

avatar image Eric5h5 lgarczyn · Mar 16, 2017 at 09:01 AM 0
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it's not 100% deter$$anonymous$$istic, sorry. If you attempt to make game synchronization code based on FixedUpdate, don't blame me when your players get upset. ;)

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