Forcing faster coordinates updates

Is there a way to force faster coordinates updates for game objects? Project settings -> Time -> Fixed Timestep has no effect to this.

Basically what happens is I'm trying to detect when an object has reached a certain point and then force it to turn, like this:

if (TruncatePrecision(transform.position.x) == TruncatePrecision(bp.x)
    && TruncatePrecision(transform.position.y) == TruncatePrecision(bp.y))

Excerpt from Debug.Log:

x:77,86 77,86 y: 81,17 82,83
UnityEngine.Debug:Log(Object)
SnakeSegment:Update() (at Assets\SnakeSegment.cs:33)

(Filename: Assets/SnakeSegment.cs Line: 33)

x:77,86 77,86 y: 82,25 82,83
UnityEngine.Debug:Log(Object)
SnakeSegment:Update() (at Assets\SnakeSegment.cs:33)

(Filename: Assets/SnakeSegment.cs Line: 33)

x:77,86 77,86 y: 82,78 82,83
UnityEngine.Debug:Log(Object)
SnakeSegment:Update() (at Assets\SnakeSegment.cs:33)

(Filename: Assets/SnakeSegment.cs Line: 33)

x:77,86 77,86 y: 83,52 82,83
UnityEngine.Debug:Log(Object)
SnakeSegment:Update() (at Assets\SnakeSegment.cs:33)

The game is running at thousands of frames per second (just a simple snake clone), so is there any way to force faster updates for the object's coordinates?

Update() is called every frame... the reason you're seeing different values is because you're using *Time.deltaTime which obviously gives you weird decimals. Rather than trying to find if a coordinate matches exactly a certain number you should try matching a range.

e.g.

if(xPos-xTarget<0.5 && yPos-yTarget<0.5){
   //do something
}

objects change their position based on your code. so if your code is changing their position in Update, it will be dependent on framerate. if your logic is in FixedUpdate so the object's position will be changed in fixedDeltaTime speed. so the change will not be queued and it's immediate.

it's not too much important in a snake clone so just add the direction changes of the snake and their positions in an array or list and in all other objects check for that and change their directions. i did it many years ago in game maker and game maker frames were like fixedUpdate.