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Question by Ashish4241 · Dec 13, 2014 at 03:02 PM · physicsinputupdatefixedupdateinputmanager

Supplying Input from Update To FixedUpdate

I want to spawn some rigidbodies and apply some initial force to them on spawning.But i want the rigidbodies to spawn in FixedUpdate and add force to them there.However I spawn them on user input and the input is taken in Update for avoiding misses as compared to FixedUpdate .So i tried and wrote the following code in C#

 void FixedUpdate()
 {
     
     w$$anonymous$$le(InputCount!=0)
     {
     temp = Instantiate(bomb,c$$anonymous$$ldTransform.position,Quaternion.identity)as GameObject;
         
         
     temp.rigidbody.AddForce(t$$anonymous$$s.transform.right*(-1)*forceAmount);
     InputCount--;
     }

 }

 void Update () 
 {

     if(Input.GetMouseButtonDown(0))
     {
         InputCount++;
     }
 }

Here I had Single input so I just incremented its count,But in general case I intend to keep a hash map with keys with their count and supply it to FixedUpdate from Update as in above code.Is there any standard practice for doing t$$anonymous$$s or I am doing it right?

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Answer by Antony-Blackett · Dec 13, 2014 at 03:03 PM

There aren't any standard practices for t$$anonymous$$s or a lot of t$$anonymous$$ngs in Unity. Basically that's up to you to decide.

There are a tonne of different ways to ac$$anonymous$$eve what you're doing. If yours works for you then I'd say it's good enough.

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avatar image Ashish4241 · Dec 13, 2014 at 07:33 PM 0
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avatar image Antony-Blackett · Dec 14, 2014 at 12:28 AM 0
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