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Added note on fixed_update

Björn Ritzl 3 years ago
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      docs/en/manuals/application-lifecycle.md

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docs/en/manuals/application-lifecycle.md

@@ -76,6 +76,10 @@ Any game object that has acquired input focus and contains collection proxy comp
 
 
 Each game object component in the main collection is traversed. If any of these components has a script `update()` function, then that will be called. If the component is a collection proxy, each component in the proxy collection is recursively updated with all the steps in the "update" sequence in the diagram above.
 Each game object component in the main collection is traversed. If any of these components has a script `update()` function, then that will be called. If the component is a collection proxy, each component in the proxy collection is recursively updated with all the steps in the "update" sequence in the diagram above.
 
 
+::: sidenote
+If a [fixed timestep is used for physics simulation](/manuals/physics/#physics-updates) there may also be a call to the `fixed_update()` function in all script components. This function is useful in physics based games when you wish to manipulate physics objects at regular intervals to achieve a stable physics simulation.
+:::
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 ::: sidenote
 ::: sidenote
 The order in which game object component `update()` functions are called is unspecified. You should not assume that the engine updates objects belonging to the same collection in a certain order.
 The order in which game object component `update()` functions are called is unspecified. You should not assume that the engine updates objects belonging to the same collection in a certain order.
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