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Unityframework~10 mins

FixedUpdate vs Update in Unity - Visual Side-by-Side Comparison

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Concept Flow - FixedUpdate vs Update
Game Loop Start
Update Called Every Frame
Process Input, Animations
FixedUpdate Called at Fixed Intervals
Physics Calculations
Render Frame
Loop Back to Start
The game loop calls Update every frame for general tasks, and FixedUpdate at fixed time steps for physics updates.
Execution Sample
Unity
void Update() {
    MovePlayer();
}

void FixedUpdate() {
    ApplyPhysics();
}
Update moves the player every frame; FixedUpdate applies physics at fixed intervals.
Execution Table
StepTime (seconds)Method CalledActionNotes
10.00UpdateMovePlayer calledFirst frame update
20.02FixedUpdateApplyPhysics calledPhysics step 1
30.03UpdateMovePlayer calledSecond frame update
40.04FixedUpdateApplyPhysics calledPhysics step 2
50.06FixedUpdateApplyPhysics calledPhysics step 3 (FixedUpdate called twice due to frame delay)
60.06FixedUpdateApplyPhysics calledPhysics step 4 (FixedUpdate called twice due to frame delay)
70.06UpdateMovePlayer calledThird frame update
80.08FixedUpdateApplyPhysics calledPhysics step 5
90.09UpdateMovePlayer calledFourth frame update
100.10FixedUpdateApplyPhysics calledPhysics step 6
110.12UpdateMovePlayer calledFifth frame update
120.12FixedUpdateApplyPhysics calledPhysics step 7
ExitEndStopGame loop continuesExecution trace ends here
💡 Game loop continues indefinitely; FixedUpdate runs at fixed intervals, Update runs every frame.
Variable Tracker
VariableStartAfter Step 1After Step 2After Step 3After Step 4After Step 5After Step 6After Step 7After Step 8After Step 9After Step 10After Step 11Final
frameCount0112222334455
fixedUpdateCount0011234455677
Key Moments - 3 Insights
Why does FixedUpdate sometimes run multiple times between two Update calls?
Because FixedUpdate runs at fixed time intervals independent of frame rate, if frames are slow, FixedUpdate can run multiple times to catch up, as shown in step 5 and 6 where FixedUpdate runs twice before the next Update.
Can physics calculations be done inside Update instead of FixedUpdate?
No, physics should be done in FixedUpdate because it runs at consistent intervals, ensuring stable and predictable physics behavior, unlike Update which varies with frame rate.
Why is Update called more frequently than FixedUpdate in some cases?
Update is called every frame, which can vary in time, while FixedUpdate is called at fixed intervals, so if frame rate is high, Update runs more often than FixedUpdate.
Visual Quiz - 3 Questions
Test your understanding
Look at the execution table, what is the value of fixedUpdateCount after step 5?
A3
B4
C2
D5
💡 Hint
Check the fixedUpdateCount value in the variable_tracker after step 5.
At which step does FixedUpdate run twice before the next Update?
AStep 4
BStep 5
CStep 6
DStep 7
💡 Hint
Look at the execution_table rows where FixedUpdate is called twice with the same time.
If the frame rate drops, how does FixedUpdate behave compared to Update?
AFixedUpdate runs less often than Update
BBoth run at the same frequency
CFixedUpdate runs more often than Update to catch up
DFixedUpdate stops running
💡 Hint
Refer to the explanation in key_moments about FixedUpdate running multiple times when frames are slow.
Concept Snapshot
Update runs every frame and handles input and animations.
FixedUpdate runs at fixed time intervals for physics.
FixedUpdate can run multiple times per frame if frame rate is low.
Use Update for frame-dependent tasks.
Use FixedUpdate for physics and consistent timing.
Full Transcript
In Unity, the game loop calls Update every frame to handle tasks like input and animations. FixedUpdate runs at fixed time intervals to handle physics calculations. This means FixedUpdate can run multiple times between two Update calls if the frame rate is slow, ensuring physics stays stable. Update frequency depends on frame rate and can vary. Physics should always be done in FixedUpdate for consistent behavior. The execution table shows Update and FixedUpdate calls over time, with variable tracking for frameCount and fixedUpdateCount. Key moments clarify why FixedUpdate runs multiple times sometimes and why physics belongs there. The visual quiz tests understanding of these timings and counts.