I'm calling Time.frameCount
inside Update()
and then immediately Debug.Break()
to pause the simulation before Update()
is finished. This of course happens (supposedly) on the very first frame, and yet Time.frameCount
returns 1
, as if one frame had already been rendered by at that point. Also, I'm calling Time.deltaTime
the same way, on the first frame inside Update()
, and it returns a value too, as if a previous frame had been rendered and took X milliseconds.
Considering Time.deltaTime
returns the value of the "time it took to complete the last frame", and I'm calling it on the first frame and it's returning a value, is there an "invisible" first frame that Update()
doesn't run on?
I couldn't find any reference to this specific issue on the Unity docs.