Tier 2
Series 104
104F: The Time Step
"Graphics update as fast as possible (60-144hz). Physics updates at a fixed rate (50hz). An Engineer NEVER applies physics forces inside `Update()`, or the simulation will fluctuate based on frame rate."
The Concept: FixedUpdate
The clock-accurate loop for physics calculations.
* **Update:** Input, Graphics, Timers. (Variable DeltaTime).
* **FixedUpdate:** Rigidbody, Forces. (Fixed DeltaTime).
* **Rule:** Physics code lives in FixedUpdate.
* **Update:** Input, Graphics, Timers. (Variable DeltaTime).
* **FixedUpdate:** Rigidbody, Forces. (Fixed DeltaTime).
* **Rule:** Physics code lives in FixedUpdate.
Red Flag Detected
The AI Trap: "The Jitterbug"
You ask the AI: "Push the car forward."
// AI-Generated Code: Unstable Simulation
void Update() {
// Audit Fail: Applying force in Update means fast PCs push harder
// than slow PCs.
rb.AddForce(transform.forward * 10);
}
This is "Frame-Rate Dependency." The game physics behave differently on a 30FPS laptop vs a 120FPS gaming rig.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Engineer's Correction
Corrective Protocol
// Corrected: Stable Simulation
void Update() { input = Input.GetAxis("Vertical"); }
void FixedUpdate() { rb.AddForce(fwd * input); }
Your Pilot Command
> Capstone Mission: Audit the audio system for performance and spatial accuracy.