Game + Physics time steps BETA testing

And I added a game object (the “anchor” sprite) that falls down under the gravity to test that the speed in the end of its way is the same across all combinations of new project settings. And it’s about 250 px/sec.

And I would like to have something like LateUpdate(). Its necessity has been discussed a couple of times (#1, #2 etc). The docs describe its purpose right:

For example a follow camera should always be implemented in LateUpdate because it tracks objects that might have moved inside Update.

So, in Scene3D, we have to use @totebo hack not to lag to dynamic bodies’ positions.

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