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Question by BurgerBob · Sep 25, 2014 at 07:11 PM · physicsevents

Why is there no LateFixedUpdate event ?

This is a question for the Unity engine developers.

Why is there no LateFixedUpdate event that would be called in the physics cycle after all OnCollisionXXX and OnTriggerXXX events ?

alt text

That would be very usefull, and I do not find any reason why it is not there.

Please do not tell me that there is the Update event that is called afther the physics cycle, it is not the same, there is no guarantee it will be called after EACH physics update.

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avatar image Kiwasi · Sep 25, 2014 at 07:49 PM 0
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Out of curiosity what do you need this functionality for? What's the use case for processing data after each physics update?

avatar image BurgerBob · Sep 26, 2014 at 12:38 PM 0
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Ok, thank you Bored $$anonymous$$ormon, I'll post something on the forums.

It can be usefull to process data after each physics update, for example to populate a list of collisions (with the OnCollision event), and react in a fixed frame way, (for example applying damage if one or more collision with lava). This reaction may have an effect on rendering, so it would be better to do it after the OnCollisions, not at the next FixedUpdate.

avatar image BurgerBob · Sep 26, 2014 at 12:41 PM 0
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Baste, I want an event after the OnCollisions, not after the fixedUpdates: alt text

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Answer by Baste · Sep 25, 2014 at 07:36 PM

It's not quite the same, but a coroutine running WaitForFixedUpdate should probably get you the behavior you want. According to the manual on Execution order, yield WaitForFixedUpdate will "Continue after all FixedUpdate has been called on all scripts"

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