It’s important to understand that Fixed Update provides a simulation of code running at fixed time deltas (the fixed time step), however it does not actually run at regular time intervals. Instead, at the start of each frame loop, Unity will run as many Fixed Update steps as is needed to catch-up to the current frame’s time. If a whole fixed time step hasn't completed yet, no Fixed Update steps occur. If more than one whole fixed time step has elapsed, more than one Fixed Update step occurs. This means that on each frame, the `FixedUpdate` method can be called a variable number of times (or even not at all) depending on how much time has elapsed since the last frame and the value set for the Fixed Update time step.
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