Question by
TheAngryKiwi · Dec 04, 2016 at 01:49 AM ·
physicsupdatefixedupdatetime.deltatime
Physics using Time.deltaTime?
Hi, I just wanted to know if there's a difference between multiplying by Time.deltaTime in Update() my physics or leaving them in FixedUpdate() and multiplying them by Time.fixedDeltaTime.
Example:
void FixedUpdate()
{
GetComponent<Rigidbody2D>().AddForce(Vector2.right * 50f * Time.fixedDeltaTime, ForceMode2D.Impulse);
}
or
void Update()
{
GetComponent<Rigidbody2D>().AddForce(Vector2.right * 50f * Time.deltaTime, ForceMode2D.Impulse);
}
Comment
Answer by TheAngryKiwi · Dec 04, 2016 at 02:15 AM
Well, I tried attaching both scripts to 2 boxes and they moved the same... it seems it's the same...
Your answer
Follow this Question
Related Questions
Physics after build feel different vs In-Editor (Time.deltaTime) 1 Answer
Addforce in fixedupate 0 Answers
Does FIxedUpdate get called every 0.02 seconds? 2 Answers
Does GraphicRaycaster.Raycast produce more reliable results in Update or FixedUpdate? 0 Answers
Do something after the next physics step (not the frame) 0 Answers