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Question by brlan10 · Oct 13, 2016 at 10:53 PM · scripting beginner

Advice on Update() vs FixedUpdate()

I have a function that takes the command for an attack, as well as executes the attack. The attack involves player movement.

So here's my dilemma: Should I call this function in Update() for the input responsiveness, or should I use it in FixedUpdate() for more consistent movement? Is the input responsiveness that Update() offers so negligible that it doesn't even matter?

Note: This game relies heavily on quick input response time, as it involves fast-paced combat.

Thanks for reading, guys.

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Answer by conman79 · Oct 13, 2016 at 11:23 PM

If your player movement uses physics (rigidbody attached), then definitely separate your player input to Update() and movement to FixedUpdate() for the best performance.

If there's no rigidbody invloved do everything in Update().

Calling player input in FixedUpdate() is terrible, it can cause all sort of bugs, and doing physics in Update() is terrible for performance.

A general rule of thumb is if you are affecting a rigidbody through script, use FixedUpdate for everything else use Update.

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avatar image brlan10 · Oct 14, 2016 at 01:34 AM 0
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So this means that I'll need to take the input in update and do the movement associated with that input in fixedupdate. That will certainly take some creativity. Any tips?

avatar image conman79 brlan10 · Oct 14, 2016 at 02:20 AM 1
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Declare a variable at the start of your script, set it in Update according to player input, and check it in FixedUpdate to see if things should happen.

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