I wrote up an article on the Unity timestep in the vein of the classic Gaffer on Games article: “Fix your Timestep!”. My goal is to collect information about the Unity timestep and create a one-stop shop for questions and information on stuttering, timesteps, and Unity time.
I thought this might be useful to the folks here. If you have questions, happy to answer them to the best of my knowledge. More importantly, if you have corrections or better information on certain sections, let me know!
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I find the information to this topic is very rare, fragmented and out of date. So thanks for the effort to put it together. I would add which version of Unity you used. I guess when the new ECS physics will arrive this information is out of date again.
Anyway. I used this article by Scott Sewell as reference. It also offers a practical example of an interpolated transform. I hope its ok to post it here. If not just shout at me and I’ll remove the link.
From what I read these issues affect many developers. And the “response” of Unity Tech is underwhelming. I don’t know if there is a one fits all solution. But an official document of what to do would certainly not hurt.
Thanks again.
Note: I’m away from computer for a few days.
Bless you for not saying that “FixedUpdate is for physics only and game logic should be in Update”.
@exiguous Yeah, I definitely agree that an official document would be very welcome here.
I’ve linked the Scott Sewell article at the bottom, actually! It’s a great article!
@koirat It’s not a bad rule of thumb… generally, but really simplifies the matter. I can see why people would say that if you weren’t prepared to dive in an figure out what’s going on under the hood, because at least it keeps your gameplay smooth without too much more thought.
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