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:

A Guide To Wrapper Vs. Container Classes In CSS

A guide to wrapper vs. container classes in CSS

A breakdown of the wrapper and container CSS classes, how they’re used in real-world code, and when it makes sense to use one over the other.

Temitope Oyedele
Jul 7, 2025 â‹… 10 min read
Stagehand and Gemini logos on a gradient background symbolizing AI web automation

How to build a web-based AI agent with Stagehand and Gemini

This guide walks you through creating a web UI for an AI agent that browses, clicks, and extracts info from websites powered by Stagehand and Gemini.

Elijah Asaolu
Jul 4, 2025 â‹… 8 min read
Getting Started With Claude 4 API: A Developer's Walkthrough

Getting started with Claude 4 API: A developer’s walkthrough

This guide explores how to use Anthropic’s Claude 4 models, including Opus 4 and Sonnet 4, to build AI-powered applications.

Andrew Baisden
Jul 3, 2025 â‹… 16 min read
ai dev tool power rankings

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

Which AI frontend dev tool reigns supreme in July 2025? Check out our power rankings and use our interactive comparison tool to find out.

Chizaram Ken
Jul 2, 2025 â‹… 3 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