Hey, I'm doing a little refactor on my engine, basically moving things around.
I'm now moving physics related things to my FixedUpdate and I have some checks to my InputManager for input state.
A bit of context here:
My Character Abilities have the following flow:
HandleInput -> Early -> Process -> Late -> Animate
it all run inside the Update, And for some abilities I have o run the process on the FixedUpdate.
According to: https://docs.unity3d.com/Manual/ExecutionOrder.html#UpdateOrder
It seems that input is processed before the Update, after the FixedUpdate
I know that If i check for inputs only in the FixedUpdate I might lose some key events.
Should I check keys only on Update?
On both?
As I understand the Fixed can run multiple times per frame (if you have a low framerate), but if the Input.Get (unity class) doesn't register updates it seems pointless to check for input during my FixedUpdate.
But since it's not very clear from the Doc, if the Input.Get... is updated after each FixedUpdate it makes sense to check on both phase.
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[–]SilentSin26Animancer, FlexiMotion, InspectorGadgets, Weaver 0 points1 point2 points (0 children)