MonoBehaviour FixedUpdate() in Unity

Hello programmers, In this article, we will discuss the FixedUpdate() method in Unity MonoBehaviour which allows us to make changes in the projects over time.

Fixed Update in Unity

In Unity, every frame calls the event function known as Update. One of the first ones you’ll probably utilize, it’s where the majority of the logic in your game will normally go.

Another form of update method, known as Fixed Update, can also become apparent as you begin to deal with additional Unity components.

Instead of being called every frame like Update is, Fixed Update is called at measured intervals, regardless of framerate, and in sync with the game’s physics system.

Thus, Fixed Update is typically employed for physics-based operations, such as exerting force on a rigidbody.

Although deciding when to utilize Update or Fixed Update might be straightforward, it is occasionally challenging to fully comprehend what is happening in the background.

Which might make it difficult to determine for sure if you’re utilizing Fixed Update correctly.

How FixedUpdate() method works

The fixed timestep that Fixed Update uses will nearly always be different from Update’s variable pace.

Accordingly, depending on how quickly the game is moving, Fixed Update may be called once, twice, or not at all during a frame.

A Fixed Update, for instance, is frequently called once every 0.02 seconds, or 50 frames per second.

This means that when the game is running at 60 frames per second, Fixed Update is called just once for the bulk of the frames.

In some frames where the game’s framerate exceeds the physics rate, an Update will be called but a Fixed Update won’t.

If the game’s framerate is lower than the physics rate, Fixed Update can be called more than once in a single frame.

Example :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FixedUpdateExample : MonoBehaviour
{
   public Rigidbody rb;
   // Start is called before the first frame update
   void Start()
   {
       rb = GetComponent<Rigidbody>();
   }

   //is carried out based on the Fixed Timestep (by default 50 times per second)
   void FixedUpdate()
   {
       rb.AddForce(10.0f * Vector3.up);
   }
}

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