Is there an equivalent of Time.frameCount for physics updates?

I have a game where I’m running the physics at a very high rate (i.e. I have set my “Fixed Timestep” value to be very small). It is normal and expected behaviour for me to have several FixedUpdate calls per Update.

Time.frameCount gives me a value of how many Update have happened since the game start. Is there an equivalent that tells me how many FixedUpdate calls have happened?

Obviously it’s easy enough to write my own. I was just wondering if there was a built-in value.

No there isn’t. Like you said, you need to write it yourself.
But there might be a way to calculate it with this: https://docs.unity3d.com/ScriptReference/Time-fixedTime.html

int fixedUpdateCount = Mathf.RountToInt(Time.fixedTime / Time.fixedDeltaTime);