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