FixedUpdate limits: consistant 0.01 s on mobile devices?

Hi! Working on a music game, using FixedUpdate at .01s for synch of different tempi. I was wondering how that would fare on a mobile device, any advice/experiences?a bit confused as well by the fps terminology: rendered frames or updated frames? I’m hoping a mobile device could have a pretty low image per second count(20) but a high Update count… Sorry for the unprecise vocabulary, I’m sure I’ll learn from your answers.


The images per second is the Update rate. FixedUpdate is for physics, and won’t necessarily run at the specified rate, depending on the framerate and maximum allowed timestep value. It would be more accurate to use InvokeRepeating, or a separate thread (though threads can’t access most of the Unity API, only thread-safe .NET functions).