hi im newish to unity and wanted to clarify something i read online.

in fixed update i do not need to put time.deltatime, due to the fact this is physics timestep already, so its kind of pointless.

however in an update function i should use this if my code requires physics as update is per frame, and thus performs differently per computer frame rate.

am i right or wrong cheers…

“in fixed update i do not need to put time.deltatime, due to the fact this is physics timestep already, so its kind of pointless.”

Time.deltaTime is NOT the physics timestep.

  • Time.deltatime (duration of last frame) should only be used in once per frame calls e.g. Update() calls.

  • Time.fixedDeltaTime should only be used in FixedUpdate(), since it the sample time of the physics loop.

Note! You can set fixedDeltaTime and a deltaTime cap in the Time manager.

Here is Unity’s explanation of above.

“however in an update function i should use this if my code requires physics as update is per frame, and thus performs differently per computer frame rate.”

The physics loop is called a fixed number of times per second (constant fixedDeltaTime) and Update is called a variable number of times per second (a non-fixed deltaTime). So, yes, you make calculations time independent in the Update-call and the FixedUpdate() by using Time.deltaTime and Time.fixedDeltaTime, respectively.

Cheers, Keld