# Game + Physics time steps BETA testing

**URL:** <https://forum.defold.com/t/game-physics-time-steps-beta-testing/70539>\
**Category:** Announcements\
**Created:** [March 14, 2022, 9:29am UTC](https://forum.defold.com/t/game-physics-time-steps-beta-testing/70539 "2022-03-14T09:29:24Z")\
**Posts on this page:** 1\
**Showing post:** 10

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**Author:** ![aglitchman](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/aglitchman/32/19432_2.png) [@aglitchman](https://forum.defold.com/u/aglitchman)\
**Post date:** [March 20, 2022, 11:55am UTC](https://forum.defold.com/t/game-physics-time-steps-beta-testing/70539/10 "2022-03-20T11:55:29Z")

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> [@Mathias\_Westerdahl](#):
>
> Thanks for the repro case!

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.

> [@Mathias\_Westerdahl](#):
>
> Ofc, we need to come up with a solution to this, and I think we need something like the [FIxedUpdate() in Unity](https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html).
> 
> I’ve started looking into this now…

And I would like to have something like [LateUpdate()](https://docs.unity3d.com/ScriptReference/MonoBehaviour.LateUpdate.html). Its necessity has been discussed a couple of times ([#1](https://forum.defold.com/t/getting-an-up-to-date-camera-transform/65068), [#2](https://forum.defold.com/t/dealing-with-the-one-frame-lag-when-visualising-dynamic-bodies/64957) 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](https://forum.defold.com/t/delay-when-using-draw-line-in-update/68695/2) not to lag to dynamic bodies’ positions.

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