Lesson 51 – FixedUpdate vs Update

In this lesson we explore the differences between the Update() and FixedUpdate() methods – which can both contribute to the main “Game Loop” – as well as why you would choose one over the other. Although this is a somewhat technical topic, it is important to understand how to use FixedUpdate() before delving fully into the the physics engine. Despite this, the concepts are easy to understand, and the lesson provides simple visuals for the most difficult part: understanding the call intervals between FixedUpdate() and Update(), particularly as the framerate changes. Towards the end of the lesson, we will also cover a few “gotcha” scenarios of getting both methods to work well together, particularly when handling user-inputs.

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