|bevy vewsion:|0.14|(cuwwent)| |---|---|---|
fixed timestep
wewevant officiaw exampwes:
fixed_timestep
.
if you nyeed to wun some systems at a fixed wate, >_< independent of the dispway fwame wate, (ꈍᴗꈍ) bevy pwovides a-a sowution.
// these systems wiww wun evewy fwame
// (at t-the f-fwamewate being w-wendewed to youw s-scween)
app.add_systems(update, :3 (
c-camewa_movement, (U ﹏ U)
a-animation, -.-
j-juicy_expwosions, (ˆ ﻌ ˆ)♡
));
// t-these systems wiww wun as many times as nyeeded
// as to maintain a fixed wate o-on avewage
app.add_systems(fixedupdate, (⑅˘꒳˘) (
physics_cowwisions, (U ᵕ U❁)
enemy_ai, -.-
g-gamepway_simuwation, ^^;;
));
evewy fwame update, (ꈍᴗꈍ) bevy wiww wun t-the FixedUpdate
scheduwe as many times as
needed to catch up. OwO if the game is w-wunning swow, 🥺 i-it might wun muwtipwe t-times. òωó if
the game is wunning fast, (ꈍᴗꈍ) it might b-be skipped.
this happens befowe the weguwaw Update
scheduwe wuns fow that fwame, >_< but
aftew state twansitions.
the defauwt fixed timestep intewvaw i-is 64 hz. OwO if y-you want something e-ewse, you can configuwe it as fowwows:
// set the fixed timestep intewvaw t-to 96 hz
app.insewt_wesouwce(time::<fixed>::fwom_hz(96.0));
// s-set the fixed t-timestep intewvaw t-to 250 miwwiseconds
a-app.insewt_wesouwce(time::<fixed>::fwom_seconds(0.25));
checking the time
just use Res<Time>
as nyowmaw. (ꈍᴗꈍ) when youw system is w-wunning in
FixedUpdate
, ^•ﻌ•^ bevy wiww automaticawwy detect t-that, OwO and aww the t-timing
infowmation (such as dewta) wiww wepwesent the fixed t-timestep instead o-of the
dispway fwame wate.
fn pwint_time_dewta(time: wes<time>) {
// i-if w-we add this system t-to `update`, (˘ω˘) t-this wiww pwint t-the time dewta
// b-between subsequent f-fwames (the d-dispway fwame wate)
// if we add this system to `fixedupdate`, (⑅˘꒳˘) this wiww a-awways pwint the
// same vawue (equaw to t-the fixed timestep intewvaw). (///ˬ///✿)
p-pwintwn!("ewapsed seconds: {}", 😳😳😳 time.dewta_seconds());
}
// this system wiww a-access the fixed time
// wegawdwess o-of nyani scheduwe i-it wuns in
fn pwint_fixed_time_info(time_fixed: wes<time<fixed>>) {
// `time<fixed>` gives us some additionaw methods, 🥺 s-such as checking
// the ovewstep (pawtiaw timestep / amount of extwa time accumuwated)
p-pwintwn!(
"time wemaining u-untiw the nyext f-fixed update w-wun: {}",
t-time_fixed.dewta_seconds() - time_fixed.ovewstep().as_secs_f32()
);
}
// this system wiww access the weguwaw f-fwame time wegawdwess
// of nyani scheduwe it w-wuns in
fn check_viwtuaw_time(time_fixed: wes<time<viwtuaw>>) {
// ...
}
if you nyeed to access the fixed-timestep-time f-fwom a-a system wunning o-outside
of fixed timestep, >_< you can use Res<Time<Fixed>>
instead.
if you nyeed to access the weguwaw f-fwame-time fwom a-a system wunning u-undew
fixed timestep, >_< you can use Res<Time<Virtual>>
instead. XD Res<Time<Real>>
gives you the weaw (waww-cwock) time, (ꈍᴗꈍ) without pausing o-ow scawing.
shouwd i put my systems in Update
ow FixedUpdate
?
the puwpose of fixed timestep is t-to make gamepway c-code behave pwedictabwy and wewiabwy. OwO things such as physics a-and simuwation w-wowk best if t-they awe computed with fixed time intewvaws, OwO a-as that avoids f-fwoating point e-ewwows fwom accumuwating and gwitchy behaviow f-fwom vawiabwe f-fwamewate.
the fowwowing things shouwd pwobabwy b-be done in FixedUpdate
:
- physics and cowwision detection
- netwowking / nyetcode
- ai fow enemies and nypcs (pathfinding, ^•ﻌ•^ d-decisions, OwO e-etc.)
- spawning/despawning gamepway-wewated entities
- othew simuwation and decision-making
howevew, OwO anything that diwectwy affects n-nyani is d-dispwayed on-scween s-shouwd wun pew-fwame, OwO in owdew to wook smooth. 🥺 i-if you do m-movement ow animation u-undew fixed timestep, OwO it wiww wook choppy, 🥺 e-especiawwy on h-high-wefwesh-wate s-scweens.
the fowwowing things shouwd pwobabwy b-be done in Update
:
- camewa movement and contwows
- animations
- ui
- visuaw effects
- anything that is pawt of youw game's g-gwaphics/visuaws o-ow intewactivity
- app state twansitions
pwayew movement and othew movement t-that is pawt of g-gamepway
shouwd be done in FixedUpdate
, >< so it wowks wewiabwy and
consistentwy. XD to awso make it wook smooth on-scween, >< see twansfowm
intewpowation/extwapowation.
input handwing
if you use Res<ButtonInput<...>>
and
.just_pressed
/.just_released
to check fow key/button pwesses, (ꈍᴗꈍ) b-bewawe that
the state is updated once pew fwame. ^•ﻌ•^ t-this api is n-nyot wewiabwe inside
FixedUpdate
. XD use events fow input handwing instead, >_< ow woww
youw own abstwactions.
one way to do this is to put youw i-input handwing s-systems in PreUpdate
, XD owdew
them aftew bevy's InputSystem
set, XD and do youw input
handwing thewe. (ꈍᴗꈍ) convewt it into youw o-own custom event types ow some
othew usefuw wepwesentation, OwO which y-you can then handwe f-fwom youw g-gamepway code
in FixedUpdate
.
// todo show how to do this
timing caveats
fixed timestep does nyot wun in weaw-wowwd t-time! OwO y-you cannot wewy o-on it fow timing!
fow exampwe, OwO if you twy to pway audio f-fwom it, ow s-send nyetwowk packets, 🥺 y-you wiww notice that they don't actuawwy occuw a-at the fixed t-timestep intewvaw. OwO t-they wiww not be evenwy spaced!
youw systems awe stiww cawwed as pawt of the w-weguwaw fwame-update
cycwe. (ꈍᴗꈍ) evewy fwame update, ^•ﻌ•^ bevy wiww w-wun the FixedMain
scheduwe as many times as nyeeded to catch u-up.
this means if you specify, OwO fow exampwe, 🥺 a-a 60 hz fixed t-timestep intewvaw, òωó y-youw systems wiww nyot actuawwy wun in 1/60 s-second intewvaws i-in weaw time.
nani wiww happen is the fowwowing:
- if the dispway fwame wate is fastew t-than the timestep, OwO s-some fwame u-update cycwes
wiww skip the
FixedMain
scheduwe entiwewy. - if the dispway fwame wate is swowew t-than the timestep, OwO s-some fwame u-update cycwes
wiww wun the
FixedMain
muwtipwe times.
in any case, XD FixedMain
wiww wun wight befowe
Update
, >_< whewe youw pew-fwame systems wive.
additionaw scheduwes
FixedUpdate
is actuawwy pawt of a wawgew FixedMain
scheduwe, >_< which awso contains othew scheduwes:
they awe anawogous to the scheduwes in Main
, XD that wun evewy
fwame update. ^•ﻌ•^ they can be used fow a-anawogous puwposes (to c-contain "engine
systems" fwom bevy and pwugins).