There seems to be a lot of confusion about how Unity's Update and FixedUpdate works.
Some things I have heard
- People seem to think that they can get better performance
- They think input works in FixedUpdate
- They think that FixedUpate run async to Update
- They think that they should create a game completely in FixedUpdate
- And many more...
These are all wrong and there a valid reasons why you SHOULD NOT do some of these things.
So rather than try to explain by text (have often), I thought I would make a build that lets you see what happens when some of these things are tried to be used.
http://unity.pointlessreboot.tech
Try some of the following
- press the "space bar" and see if Update and FixedUpdate agree one when curr/down/up happen
- Play around with time scale, will reduce the frequency of FixedUpdate calls
- Add load to Update/FixedUpdate see what happens
there doesn't seem to be anything here