Applying movement to char controllers with fixedUpdate?

I notice that in the FPS walker script, if you don’t have the ‘use fixed update’ option checked and the movement is being applied through the Update() function, then the movement can be a bit funky… I noticed that in my own experiments, applying movement to the character controller in the Update() function produced some funky movement as well. Even if I multiplied the movement by Time.deltaTime.

I’m just wondering, is it customary to apply movements to the character controller in fixedUpdate? And why does applying movements in Update() multiplied by time.deltaTime produce odd results as well? In theory I would think multiplying it by time.deltaTime would make the movements consistent inbetween frames. Why doesn’t it?

Time.deltaTime is the time passed since the last Update(), So your movements can look like they are moving at a constant pace. You can use the FixedUpdate and a static movement amount * keypress. The only problem with doing this is that it sucks up processor usage at a critical time.

The choice is yours, if it gets a little bogged down or the game starts moving very slowly you will want to move it back to the Update part.