Unity Beginner Mistake: Using Update() for Everything
Difficulty Level: đ Beginner
What Youâll Learn
â
Why overusing Update() kills mobile performance
â
4 proven alternatives to Update()-heavy code
â
How to use Coroutines for efficient game logic
â
Event-driven programming patterns for Unity
â
Best practices for 60fps mobile AR/VR performance
Quick Answer: Replace Update() overuse with Events, Coroutines, FixedUpdate() for physics, and smart UI updates. Reserve Update() only for frame-critical operations like input and smooth animations.
Hey there, Unity developer!
Let me start by saying something important: if youâve been putting everything in Update(), youâre not alone. Iâve seen many developers, including myself when I first started using Unity, make this exact mistake. It seems so logical at first, the Update()
method runs every frame, so naturally, thatâs where all the action should happen!
But hereâs the thing: while this approach works initially, itâs like building a house on shaky foundations. Everything seems fine until your project grows, and suddenly youâre dealing with frame drops, battery drain, and code thatâs harder to debug than a spaghetti dinner. These performance issues become especially critical for mobile AR/VR applications. They can compound with other common problems like Unity collider mistakes.
Donât worryâthis is entirely normal, and more importantly, itâs fixable! In this post, Iâll walk you through why this happens and, more importantly, how to write Unity code that performs beautifully even as your project scales.
đĄ Quick Tip: Remember, every expert was once a beginner. The fact that youâre reading this means youâre already on the right path to becoming a better Unity developer!
The Unity Performance Problem with Update() Overuse
đŻ Real Talk: When I first started with Unity, I literally put EVERYTHING in Update(). Health checks, UI updates, distance calculationsâyou name it, it was in there. My first mobile game ran at about 15 FPS on a decent phone. Ouch! đ
When youâre starting with Unity, itâs incredibly tempting to write code like this (and honestly, weâve all been there):
public class PlayerController : MonoBehaviour {
[SerializeField] private float health = 100f;
[SerializeField] private Transform enemy;
[SerializeField] private UI.Text healthText;
private void Update() {
// Check for input every frame
if (Input.GetKey(KeyCode.W)) {
transform.Translate(Vector3.forward * Time.deltaTime);
}
// Update UI every frame
healthText.text = "Health: " + health.ToString();
// Check distance to enemy every frame
float distance = Vector3.Distance(transform.position, enemy.position);
if (distance < 5f) {
// Do something when close to the enemy
}
// Check for low health every frame
if (health <= 20f) {
// Flash screen red or something
}
}
}
Now, hereâs the critical part: this code isnât âwrongâ in the sense that it crashes or doesnât work. It will run, your character will move, and the UI will update. But itâs like running a marathon while carrying a heavy backpackâyouâll get there, but youâll be exhausted and slow.
đ€ Encouraging Note: If you recognize your own code in the example above, donât feel bad! This is actually a sign that you understand Unityâs basic concepts. Now weâre just going to make your code more efficient and professional.
Why This Becomes a Problem (And Itâs Not Your Fault!)
đ± Personal Experience: I once worked on a mobile AR project where we had 20+ objects all doing distance checks in Update(). The phone got so hot you could barely hold it! That was my wake-up call to learn better patterns.
1. The Performance Cost Sneaks Up on You
Update() runs every frameâthatâs 60+ times per second! Imagine if someone asked you the same question 60 times every second. Youâd get tired pretty quickly, right? Thatâs essentially whatâs happening with your CPU.
2. The âMultiplication Effectâ
Hereâs where it gets tricky: one GameObject with a heavy Update() method might be acceptable. But when you have 10, 20, or 50 GameObjects all doing the same thing? Suddenly, you have hundreds or thousands of unnecessary calculations every second.
3. Mobile Devices Feel It Most
Mobile devices are incredible, but theyâre not desktop computers. Excessive Update() calls can drain battery life faster than a leaky bucket, and players will notice their phone getting warm.
đ Think About It: Would you check your email 60 times per second? Of course not! The same principle applies to your codeâonly check things when you actually need to.
Better Unity Performance Alternatives (The Good Stuff!)
đ Mindset Shift: Instead of asking âHow can I make Update() do everything?â, start asking, âWhat actually needs to happen every frame?â Spoiler alert: itâs usually less than you think!
Solution 1: Use Events and Callbacks (My Personal Favorite!)
This was a game-changer for me when I first learned it. Instead of constantly asking âDid the health change? Did it change now? How about now?â, we set up a system that says âHey, tell me WHEN the health changes.â
đŻ Quick Tip: Think of events like setting up a doorbell instead of constantly checking if someoneâs at the door.
public class PlayerController : MonoBehaviour {
[SerializeField] private float health = 100f;
public UnityEvent OnHealthChanged;
public UnityEvent OnLowHealth;
public float Health {
get { return health; }
set {
health = value;
OnHealthChanged?.Invoke();
if (health <= 20f) {
OnLowHealth?.Invoke();
}
}
}
}
Solution 2: Use Coroutines for Periodic Checks (The âCheck Every So Oftenâ Approach)
Coroutines are like setting a reminder on your phone. Instead of constantly thinking âDo I need to check the enemy distance?â, you set a reminder to check it every 100 milliseconds or so.
đ€ When to Use This: Perfect for things like enemy AI checks, resource gathering, or any logic that doesnât need split-second precision.
private void Start() {
StartCoroutine(CheckEnemyDistance());
}
private IEnumerator CheckEnemyDistance() {
while (true) {
float distance = Vector3.Distance(transform.position, enemy.position);
if (distance < 5f) {
// Do something when close to the enemy
}
yield return new WaitForSeconds(0.1f); // Check every 100ms instead of every frame
}
}
Solution 3: Use FixedUpdate() for Physics (The Right Tool for the Job)
I used to put physics code in Update() tooâuntil I learned that Unity has a special method just for physics! FixedUpdate() runs at consistent intervals, which is precisely what physics simulations need.
đ§ Memory Tip: Think âFixedâ = âPhysicsâ. They go together like peanut butter and jelly.
private void FixedUpdate() {
// Physics-based movement
if (Input.GetKey(KeyCode.W)) {
rb.AddForce(Vector3.forward * moveSpeed);
}
}
Solution 4: Smart UI Updates (Only When Things Actually Change)
This oneâs simple but powerful: only update the UI when the value actually changes. Itâs like only repainting a wall when itâs actually dirty, not every day, âjust in case.â
đĄ Pro Tip: This pattern alone can dramatically improve performance in UI-heavy games or applications.
public class HealthUI : MonoBehaviour {
[SerializeField] private Text healthText;
private float lastHealthValue = -1f;
public void UpdateHealthDisplay(float newHealth) {
if (newHealth != lastHealthValue) {
healthText.text = $"Health: {newHealth:F0}";
lastHealthValue = newHealth;
}
}
}
The Right Way: Your Code Transformed! âš
đ Celebration Time: Look how much cleaner and more professional this looks! This is the kind of code that makes other developers nod in approval.
Hereâs how we can transform that original code into something efficient and maintainable:
public class PlayerController : MonoBehaviour {
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float health = 100f;
[SerializeField] private Transform enemy;
public UnityEvent<float> OnHealthChanged;
public UnityEvent OnLowHealth;
public UnityEvent OnNearEnemy;
private Rigidbody rb;
private void Start() {
rb = GetComponent<Rigidbody>();
StartCoroutine(CheckEnemyProximity());
}
private void Update() {
// Only input handling in Update - this needs frame-perfect response
HandleInput();
}
private void HandleInput() {
Vector3 moveDirection = Vector3.zero;
if (Input.GetKey(KeyCode.W)) {
moveDirection += Vector3.forward;
}
if (Input.GetKey(KeyCode.S)) {
moveDirection += Vector3.back;
}
if (Input.GetKey(KeyCode.A)) {
moveDirection += Vector3.left;
}
if (Input.GetKey(KeyCode.D)) {
moveDirection += Vector3.right;
}
if (moveDirection != Vector3.zero) {
transform.Translate(moveDirection.normalized * moveSpeed * Time.deltaTime);
}
}
private IEnumerator CheckEnemyProximity() {
while (true) {
if (enemy != null) {
float distance = Vector3.Distance(transform.position, enemy.position);
if (distance < 5f) {
OnNearEnemy?.Invoke();
}
}
yield return new WaitForSeconds(0.2f);
}
}
public void TakeDamage(float damage) {
health -= damage;
OnHealthChanged?.Invoke(health);
if (health <= 20f) {
OnLowHealth?.Invoke();
}
}
}
Frequently Asked Questions
Q: Is it ever okay to use Update() in Unity?
A: Yes! Update() is perfect for input handling, camera movement, and smooth animations that need frame-perfect timing. The problem is using it for everything else.
Q: Whatâs the performance difference between Update() and Coroutines?
A: Massive! One object with Update() = 60+ method calls per second. A coroutine checking every 0.1 seconds = 10 calls per second. Thatâs 6x fewer calls.
Q: Can I use both Update() and Coroutines in the same script?
A: Absolutely! Use Update() for frame-critical operations and Coroutines for periodic checks. This gives you the best of both worlds.
Q: How do I convert existing Update() code safely?
A: 1) Identify what actually needs frame-perfect timing, 2) Move periodic checks to Coroutines, 3) Convert state polling to events, 4) Test thoroughly on target devices.
Q: What about FixedUpdate() vs Update()?
A: Use FixedUpdate() for physics (Rigidbody movement, force application) and Update() for input and visual effects. They serve different purposes.
Key Takeaways (Your New Unity Superpowers!) đ
đ Study Guide: These are the principles that separate beginner Unity developers from the pros. Bookmark this section!
Reserve Update() for frame-critical operations like input handling and smooth animations
- Think: âDoes this need to happen 60+ times per second?â
Use events for state changes instead of constant polling
- Think: âTell me WHEN something changes, donât make me ask constantlyâ
Use Coroutines for periodic checks that donât need frame-perfect timing
- Think: âSet a reminder instead of constant checkingâ
Cache references and avoid unnecessary calculations
- Think: âWork smarter, not harderâ
Profile your code regularly using Unityâs Profiler
- Think: âMeasure twice, optimize onceâ
đŻ Challenge: Try applying just ONE of these principles to your current project. Youâll be amazed at the difference!
From Our Studio to Yours: A Personal Note đ
đź Real-World Story: In our VR project Pipe Craft, we initially had frame drops that were literally making people nauseous. After refactoring our
Update()
usage following these principles, we achieved a rock-solid 90 FPS. The difference was huge.
Hereâs what Iâve learned after years of Unity development and helping other developers:
Youâre not behind, youâre learning. Every optimization technique Iâve shared in this post, I realized it by making the same mistakes first. The difference between a beginner and an expert isnât that the expert never made mistakesâitâs that they learned from them and kept improving. This applies to all aspects of development, from Unity performance to proper collider setup.
đ Remember: Good code isnât just code that works. Itâs code that works efficiently, is easy to understand, and doesnât make the next developer (who might be future you!) want to cry. Youâre building that skill right now by reading this post!
Keep experimenting, keep learning, and most importantly, be patient with yourself. Every Unity master was once exactly where you are now. As you progress, you might even explore transitioning to Kotlin development to expand your mobile development skills, or dive deeper into Unity AR/VR development trends for cutting-edge opportunities.
Need help optimizing your Unity project? Our Unity Certified Expert team can help you identify and fix performance bottlenecks. Contact us for a free performance consultation.

About Angry Shark Studio
Angry Shark Studio is a professional Unity AR/VR development studio specializing in mobile multiplatform applications and AI solutions. Our team includes Unity Certified Expert Programmers with extensive experience in AR/VR development.
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