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The Right Way to Use Update and FixedUpdate in Unity: A Guide for Game Developers

Discover how to effectively use `Update` and `FixedUpdate` methods in Unity to enhance player interactions and game mechanics, while keeping your code scalable and maintainable. --- This video is based on the question https://stackoverflow.com/q/76538825/ asked by the user 'Jantoma21' ( https://stackoverflow.com/u/11293581/ ) and on the answer https://stackoverflow.com/a/76543225/ provided by the user 'Xander' ( https://stackoverflow.com/u/12660752/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions. Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: What is the right way of using Update and FixedUpdate in Unity? Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l... The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license. If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com. --- Understanding Update and FixedUpdate in Unity As a game developer using Unity, one common dilemma you may face is how to correctly implement the Update and FixedUpdate methods. Both of these functions serve their unique purposes in the game loop, and knowing when to use each can significantly impact the performance and feel of your game. The Scenario Imagine you have a player character in your game capable of performing various actions such as running, attacking, blocking, and rolling. Some of these actions require interaction with the game physics, specifically the Rigidbody component, while others do not. Here’s a simplified version of how you might be managing these actions in Unity: [[See Video to Reveal this Text or Code Snippet]] So, is this approach the correct way to use Update and FixedUpdate? Let’s break it down. The Right Way to Use Update and FixedUpdate 1. Understanding the Difference Between Update and FixedUpdate Update: This method is called once per frame. It is ideal for tasks related to user input and UI updates since it runs every frame, which matches the frame rate and gives a smooth response to player actions. FixedUpdate: This method is fixed in time and called on a consistent timer, regardless of the frame rate. It is primarily used for physics-related calculations and interactions with the Rigidbody component. 2. Your Current Implementation From your description, you're following the correct principles of utilizing Update for handling user input and FixedUpdate for actions that involve Rigidbody physics. However, there are some areas for improvement. Recommendations Avoid Directly Modifying Rigidbody Components: In your current approach, changing rigidbody.velocity directly is often considered bad practice because it can lead to unintended behaviors, especially as the game grows in complexity. Instead, use the Rigidbody.AddForce() method to influence the player’s movement. Enhance Code Structure: Although your use of Update and FixedUpdate is appropriate, consider refactoring your code. Splitting functionalities into distinct components can enhance maintainability and reusability: MovementBehavior: Handles all movement-related actions. AttackBehavior: Manages attack logic. BlockBehavior: Deals with blocking mechanics. By separating these behaviors, you can easily reuse them for other characters like NPCs or enemies. Example of Refactored Code Here’s a conceptual look at how you might split your logic: [[See Video to Reveal this Text or Code Snippet]] Conclusion Through this discussion, we've established the right way to use Update and FixedUpdate in Unity. By maintaining clarity in these two functions and leveraging component-based architecture, you can improve the scalability of your game and simplify future updates or modifications. Stay strong and patient as you refine your coding practices! Good luck, and happy developing!

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