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Alundra

Unity TimeStepUpdate + Update or only TimeStepUpdate ?

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Hi,
Timestep update is something very important for the quality of the simulation and also the update of things.
Unity has FixedUpdate and Update, unreal only has Tick.
Is it needed to have the time step update + update or only the time step update is correct ?
Thanks

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The same happens with Godot (which has fixed_process and process).

 

The separation exists for multi-threaded game engines. One callback is called by the physics thread, while the other by the update thread. I imagine the Unity engine runs in multi-threaded mode by default.

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The main reason for a fixed timestep is for consistent physics. UE4 offers fixed delta 'sub-stepping' for physics if you enable it in project settings. But it's not on by default, and this perhaps tells you that fixed time-steps are not as essential as some would suggest.

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