- Home /
Increasing Application.TargetFrameRate increases the number of calls to FixedUpdate per second... why?
I am updating my objects positions only in FixedUpdate callbacks. To get around some tearing issues, I started messing around with Application.TargetFrameRate. To my surprise, changing framerate changes the number of calls to FixedUpdate per second. I don't change Time.timeScale at all and that is always fixed at 1.
As I understand the sole purpose of FixedUpdate is to be reliable so that the physics simulation is independent of framerate. Apparently that is not the case. Can someone explain why this is?
seems like mlagents Academy somehow links fixedupdate to framerate. Any ideas why and how?
Answer by hk1ll3r · Nov 04, 2019 at 04:58 AM
update: I am 99% sure it is caused by mlagents in my game. I have seen weird artifacts when using mlagents.