I know there is quite a lot of FixedUpdate/Update questions, but I havn’t been able to find the answer for this question.
So I am making a platformer game, where I move some (max. 50 rigidbodies) around. I am not applying force, but moving them around by raycast/Translate. I had a problem with movement flickering, due to imprecise collision calculation. I took all of my movement code and put it into FixedUpdate. It solved my problem and everything looks smooth.
My only problem is, that I don’t understand why this works better. The only reason I can think of is, that if I move a rigidbody in Update, the movement isn’t actually done, but stored and later executed in the physics-loop. Is this true, or is there another reason as to why, rigidbodies should be moved in FixedUpdate?