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@@ -54,21 +54,30 @@ function final(self)
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end
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```
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-#### `update(self, dt)`
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-Called once each frame. `dt` contains the delta time since the last frame.
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+#### `fixed_update(self, dt)`
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+Frame-rate independent update. Parameter `dt` contains the delta time since the last update. This function is called `0-N` times depending on a frame timing and the fixed update frequency. It is called only when `Physics`-->`Use Fixed Timestep` is enabled, and `Engine`-->`Fixed Update Frequency` is larger than 0 in *game.project*. Useful when you wish to manipulate physics objects at regular intervals to achieve a stable physics simulation.
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```lua
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+function fixed_update(self, dt)
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+ msg.post("#co", "apply_force", {force = vmath.vector3(1, 0, 0), position = go.get_world_position()})
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+end
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+```
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+
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+#### `update(self, dt)`
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+Called once each frame after `fixed_update` callback of all scripts (if Fixed Timestep is enabled). Parameter `dt` contains the delta time since the last frame.
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+
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+```luadifferent
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function update(self, dt)
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self.age = self.age + dt -- increase age with the timestep
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end
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```
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-#### `fixed_update(self, dt)`
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-Frame-rate independent update. `dt` contains the delta time since the last update. This function is called when `engine.fixed_update_frequency` is enabled (!= 0). Useful when you wish to manipulate physics objects at regular intervals to achieve a stable physics simulation when `physics.use_fixed_timestep` is enabled in *game.project*.
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+#### `late_update(self, dt)`
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+Called once each frame after `update` callback of all scripts, but just before render. Parameter `dt` contains the delta time since the last frame.
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```lua
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-function fixed_update(self, dt)
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- msg.post("#co", "apply_force", {force = vmath.vector3(1, 0, 0), position = go.get_world_position()})
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+function late_update(self, dt)
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+ go.set_position("/camera", self.final_camera_position)
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end
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```
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