2022-10-12
1623
#unity
Uriel Carrillo
136786
Oct 12, 2022 â‹… 5 min read

Update vs. FixedUpdate vs. LateUpdate in Unity

Uriel Carrillo Unity Game Developer and PowerApps Enthusiast. I love to share my knowledge with the community.

Recent posts:

Effective rendering with Selective SSR in TanStack Start

TanStack Start’s Selective SSR lets you control route rendering with server, client, or data-only modes. Learn how it works with a real app example.

Amazing Enyichi Agu
Aug 14, 2025 â‹… 10 min read

The deep internals of event delegation: When bubbling isn’t enough

Learn how event delegation works, why it’s efficient, and how to handle pitfalls, non-bubbling events, and framework-specific implementations.

Clara Ekekenta
Aug 14, 2025 â‹… 10 min read
ai dev tool power rankings

AI dev tool power rankings & comparison [August 2025 edition]

Our August 2025 AI dev tool rankings compare 17 top models and platforms across 40+ features. Use our interactive comparison engine to find the best tool for your needs.

Chizaram Ken
Aug 14, 2025 â‹… 8 min read

React’s `use()` API is about to make useContext obsolete

Learn how React’s new use() API elevates state management and async data fetching for modern, efficient components.

Emmanuel John
Aug 12, 2025 â‹… 7 min read
View all posts

One Reply to "<code>Update</code> vs. <code>FixedUpdate</code> vs. <code>LateUpdate</code> in Unity"

  1. FixedUpdate does NOT run every frame, so it also does not run First every frame.
    That and Update are on separate timers altogether. Probably different threads too. Update is triggered by frame events, FixedUpd by a regular fixed timer.

Leave a Reply