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UnityConceptBeginner · 3 min read

What is LateUpdate in Unity: Explanation and Usage

LateUpdate is a Unity method called once per frame after all Update methods have run. It is used to perform actions that depend on other objects' updates, such as camera movement following a character.
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How It Works

In Unity, the game runs in frames, and each frame updates the game state. The Update method is called first on all scripts to handle things like player input or movement. After all Update calls finish, Unity calls LateUpdate on all scripts.

Think of it like a relay race: Update runners pass the baton first, and then LateUpdate runners take it to finish the lap. This order ensures that LateUpdate can react to everything that changed during Update.

This is useful when you want to adjust something after all other updates, like making a camera follow a player smoothly after the player has moved.

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Example

This example shows a simple camera script that follows a player object. The camera moves in LateUpdate to ensure it updates after the player has moved in Update.

csharp
using UnityEngine;

public class CameraFollow : MonoBehaviour
{
    public Transform player;
    private Vector3 offset;

    void Start()
    {
        offset = transform.position - player.position;
    }

    void LateUpdate()
    {
        transform.position = player.position + offset;
    }
}
Output
The camera smoothly follows the player position each frame, updating after the player moves.
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When to Use

Use LateUpdate when you need to perform actions after all Update methods have run in a frame. Common cases include:

  • Camera follow scripts that track moving objects
  • Adjusting animations or physics after movement
  • Synchronizing objects that depend on others' updated positions

This helps avoid jitter or incorrect positioning caused by updating too early.

Key Points

  • LateUpdate runs once per frame after all Update calls.
  • It is ideal for camera and follow logic.
  • Helps ensure smooth and correct positioning after all updates.
  • Does not replace Update, but complements it.

Key Takeaways

LateUpdate runs after all Update calls each frame to finalize changes.
Use LateUpdate for camera follow and dependent object adjustments.
It prevents jitter by updating after all movement and logic in Update.
Do not put input or physics code in LateUpdate; keep those in Update or FixedUpdate.