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
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.
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.