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FixedUpdate limits: consistant 0.01 s on mobile devices?

Hi! Working on a music game, using FixedUpdate at .01s for synch of different tempi. I was wondering how that would fare on a mobile device, any advice/experiences?a bit confused as well by the fps terminology: rendered frames or updated frames? I'm hoping a mobile device could have a pretty low image per second count(20) but a high Update count... Sorry for the unprecise vocabulary, I'm sure I'll learn from your answers.

Thanks!

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asked Dec 12 '11 at 09:00 PM

gregzo gravatar image

gregzo
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The images per second is the Update rate. FixedUpdate is for physics, and won't necessarily run at the specified rate, depending on the framerate and maximum allowed timestep value. It would be more accurate to use InvokeRepeating, or a separate thread (though threads can't access most of the Unity API, only thread-safe .NET functions).

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answered Dec 12 '11 at 09:06 PM

Eric5h5 gravatar image

Eric5h5
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I have a counter in my FixedUpdate which, so far, accurately counts in hundredth of seconds. Of course, my framerate is not 100 fps... I guess that's what I'm finding confusing. I'll check out InvokeRepeating, thanks for the tip!

Dec 12 '11 at 09:36 PM gregzo

I just found this http://answers.unity3d.com/questions/14088/calculating-bpm-beats-per-minute-using-invokerepea.html where it is said using FixedUpdate is more stable for musical purposes than InvokeRepeating. Still puzzled, will test.

Dec 12 '11 at 09:58 PM gregzo

Ok, after lots of testing, comparing Coroutines, InvokeRepeating and FixedUpdate, you are, how surprising, absolutely right. Thanks so much, not the first time you're of great help!

Dec 13 '11 at 09:24 AM gregzo
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asked: Dec 12 '11 at 09:00 PM

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Last Updated: Dec 13 '11 at 09:24 AM