[PhysX] FixedUpdate Method Not Executing Correctly
Solution
Unity 2021.x - Unity 6.3.x
Published 25 days ago
The FixedUpdate method in your script is not being invoked even though the Update and LateUpdate methods are functioning correctly. This behavior is often observed in physics-dependent systems where consistent execution of FixedUpdate is essential for reliable movement and interaction.
FixedUpdate is governed by the physics clock, making its execution independent of frame rates. If FixedUpdate fails to trigger, the physics simulation is likely paused or your GameObject lifecycle is interrupted.
- Verify your script is attached to an active
GameObjectand the component is enabled. - Check if
Time.timeScaleis set to 0 in your script. If this is 0, FixedUpdate will stop. - Open Project Settings > Time and ensure the Fixed Timestep value is not zero or extremely high.
- Confirm that
Physics.autoSimulationis enabled, otherwise, physics steps must be manually invoked viaPhysics.Simulatecalls. - Look for exceptions in the Console that might terminate FixedUpdate before its logic executes.
Additional Tips
- Unlike
Update, FixedUpdate can run multiple times in a single frame if the physics clock needs to catch up to real-time. - Use
Debug.Logat the entry point of FixedUpdate to rule out logic branches likeifstatements returning early. - Avoid using
Time.deltaTimeinside FixedUpdate; while Unity 2021.x+ automatically maps it toTime.fixedDeltaTime, using the latter explicitly ensures consistency.
TL;DR
Verify if Time.timeScale is set to zero, as the physics clock—which triggers FixedUpdate—stops entirely when the time scale is paused.
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