I’m actually making an highly competitive game, and so I need to run tests for the collsion on FixedUpdate, so make the player move, and also make the player move on Update, in order for the movement to not look jittery.
Is there a way to get the time it took between the FixedUpdates and the Updates, other than storing the time since startup then removing it the previous time since startup ?
Because of the floating-point imprecision, there will be a moment where after some time played, it won’t be precise enough.
If you need to measure time precisely, you’d be interested to use System.Diagnostic.StopWatch.
Thanks a lot ! Solved