Unity Game Loops Overview

Understanding Unity’s Game Loop: A Basic Overview for New Developers

The Unity game engine is perhaps the most versatile and user-friendly game development platform ever, but, after all, for beginners, knowing how Unity services game flow can be a little agonizing. Everything happening in Unity happens within this one thing known as the Game Loop. In other words, it is the very backbone of how the engine manages game updates, player input, physics, and rendering. This article will give new developers a clear, structured explanation of what the game loop that Unity offers is all about and how you can, therefore, understand how your games work and control them.

You shall learn by the end of this article:

  • What a game loop is and why you need it.
  • How Unity’s game loop really works in practice
  • The different built-in methods Unity provides to manage the game loop.
  • Tips and tricks for the optimization of understanding and control over the game loop.

What is a Game Loop?

A Game Loop is actually a repeating cycle which keeps a game running by updating the state of the game as it progresses. It also deals with like checking for player inputs (like whether a button is pressed) and updating game objects as well as physics. Rendering game frame by frame.

Complete Game Loop

Imagine it as the heartbeat of your game, always ticking and ensuring everything is done as flawlessly as possible.

If you didn’t have the game loop, your game could not refresh, animate objects, detect the input of players, or interact with the environment. This is essentially the unsung workhorse that keeps your game alive.

Unity’s Game Loop: A Higher-Level Overview

This game loop structure is a particular one in Unity, whereby it will dictate how the game runs. Its primary methods include Start(), Update(), and FixedUpdate()which all contribute uniquely to the game loop, which are expanded further for clarity below.

  • Initialization Phase
  • Game Loop Phase
  • Cleanup Phase

Initialization Phase

    Here, all of the game’s components, assets, and objects will be initialized before moving to the main loop.

    • Awake(): Unity calls first when an object is instantiated or created. It’s mainly used to establish references between different components or to prepare assets that aren’t part of gameplay. Called before Start().
    • Starts(): This method is invoked only at the point in time when the first frame to be updated has arrived. It is most commonly used for initializing gameplay, like setting health values, spawing enemies, or simply allowing players to start moving about. As such, it becomes a good place for the setup code that requires other objects already to exist in the scene.
    void Awake()
    {
        // Initialize variables and object references
    }
    
    void Start()
    {
        // Setup code before game starts
        health = 100;
    }

    2. Game Loop Phase

    This is the heart of Unity’s game loop where ongoing logic and updates occur.

    • Update(): This is the method you call once per frame. That’s pretty much where all the actual game logic is, such as player input, launching animations, and moving objects around. Update() is your first destination for anything that needs to be checked or changed per frame. Because it runs entirely based on the frame rate, how many times it’ll run per second will depend on how fast the device can render frames.
    void Update()
    {
        // Check for user input
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Jump();
        }
    }
    • LateUpdate(): It is called after Update() has finished. It becomes useful for anything that should occur post all those updates, like tracking the position of a camera or creating UI elements based on positions that were updated.
    void FixedUpdate()
    {
        // Handle physics-related updates
        playerRigidbody.AddForce(Vector3.forward * speed);
    }
    • LateUpdate(): This method is called after Update() has completed, making it ideal for any operations that should happen after all other updates have occurred, like following the camera’s position or adjusting UI elements based on updated positions.
    void LateUpdate()
    {
        // Update camera position after character moves
        cameraTransform.position = playerTransform.position;
    }

    Cleanup Phase

    Once the game reaches an endpoint, objects or assets may need to be cleaned up.

    • OnDestroy(): Informs Unity that an object is being destroyed. You can use this method to free up memory, save game data, or run other cleanup operations. It’s a good place to store any logic you want executed when an object is removed from the game, such as saving player data or stopping certain background processes.
    void OnDestroy()
    {
        // Cleanup code
        Debug.Log("Player object destroyed!");
    }

    Game Loop in Practice

    We now understand what these functions are controlling in the game loop, so let’s apply this to practice. Imagine you are implementing a simple 2D platformer where you can move left and right, as well as jump. Here is how the game loop works within the structure of the gameplay above:

    Game Loop
    • Initialization (Start() ): The player is set up with initial position and velocity. All the components, including the Rigidbody and Collider, are referenced within this method.
    • Input from Player (Update() ): Unity constantly checks each frame for player input: the arrow keys to move the player or the space bar to jump.
    • Physics (FixedUpdate()): The physics updates move the player around according to the physics calculations. Gravity, player velocity, and collision with the environment, in this case platforms or walls, are checked for.
    • Rendering and Camera: LateUpdate()
      The position and movements of the player are reflected in the game view, and the camera follows the player.
    • Cleanup (OnDestroy()): If a player falls of the platform or dies, the game may delete the player object and end the game or trigger a respawn.

    Frequent Misconceptions About Unity’s Game Loop

    Update() vs. FixedUpdate()

      One of the biggest misconceptions of many new developers is when to use Update() and when to use FixedUpdate(). Remember:

      • Use Update() for input detection and non-physics updates, like moving an object according to player input or managing animations.
      • This will involve sending force or dealing with collisions in the FixedUpdate() if physics-dependent operations are involved.

      Performance and Optimization

        Since Update() is frame-rate dependent, the device may not render as many frames; therefore the update() function would be called relatively less, especially on slower devices. Detection of input or time-sensitive code might become less reliable. On the other hand, FixedUpdate() is insensitive to frame rate and works at fixed time intervals; thus it is apt for uniform physics calculations.

        Do not Overuse Awake() and Start()

          It’s tempting to put a lot of logic in Awake() and Start(), but keep in mind these methods are only called once at the start. Make sure any code you put there doesn’t depend on changes that might occur during gameplay – reserve them for setup and initialization logic.

          Tips for Managing Unity’s Game Loop

          1. Use Time.deltaTime in Update()
            Because Update() depends on the frame, using Time.deltaTime ensures that your gameplay is smooth since it is based on a difference in frame rates. In this way, your movements or actions will not depend on the frame rate differences between different devices.
             void Update()
             {
                 float move = speed * Time.deltaTime;
                 transform.Translate(move, 0, 0);
             }
          1. Use Coroutines for Timed Events
            In cases where you want to wait a few seconds before doing something, or for an event to complete, Unity provides an escape in the Coroutines. It is an ideal method of running code after a certain quantity of time or frames.
             IEnumerator WaitAndJump()
             {
                 yield return new WaitForSeconds(2);
                 Jump();
             }
          1. Optimize Physics in FixedUpdate()
            You should always put your physics-related code in FixedUpdate() so that it will be consistently free from frame rate variation. Then you are assured to have smooth physics operations with complex game mechanics such as forces, gravity, or collisions.

          Conclusion

          Understanding Unity’s Game Loop is a fundamental part of becoming an efficient game developer. It’s crucial to know how Unity manages the flow of a game from initialization to real-time updates and cleanup. Once you grasp the role of methods like Update(), FixedUpdate(), and LateUpdate(), you’ll have a better handle on the inner workings of your game. From smooth character movement to accurate physics calculations, mastering the game loop will make your development process faster and your games more responsive.

          As you continue developing in Unity, remember to use these built-in methods wisely. They are your tools for building responsive, fluid, and engaging gameplay. The more you understand how the game loop works, the more control you’ll have over every aspect of your game. Happy developing!

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