Update vs. FixedUpdate vs. LateUpdate in Unity
Blog post from LogRocket
In Unity game development, understanding the use and timing of update functions—FixedUpdate, Update, and LateUpdate—is crucial for optimizing game performance and player experience. A frame in Unity is a rendered image shown on the player's screen, with frame rate determining the speed of these images per second. The execution order of update functions is critical, with FixedUpdate typically used for physics calculations due to its consistent timing, Update for handling player inputs as it runs every frame, and LateUpdate for tasks like camera adjustments after all other updates. This order ensures systematic execution across all scripts in a project, where FixedUpdate runs at a fixed interval, Update runs every frame, and LateUpdate follows all Update calls. Properly managing these functions helps in creating responsive and stable gameplay by allowing developers to plan the sequence of operations and manage object states efficiently.