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Packages/com.unity.inputsystem/Documentation~/timing-optimize-fixed-update.md

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# Optimize for fixed-timestep or physics-based scenarios
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If you are working with the physics system or using `FixedUpdate` to control your game in a scenario where a small amount of input latency is acceptable (for example, a few frames), the simplest approach is to set the [input system update mode](xref:input-system-timing-select) to **Process Events in Fixed Update**. This means your input code in `FixedUpdate` will operate as expected.
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If you are working with the physics system or using `FixedUpdate` to control your game in a scenario where a small amount of input latency is acceptable (for example, a few frames), the simplest approach is to set the [input system update mode](./timing-select-mode.md) to **Process Events in Fixed Update**. This means your input code in `FixedUpdate` will operate as expected.
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To get the minimum possible latency from the Input System and minimize lag, set the input system update mode to **Process Events in Dynamic Update**. However in doing this, you must understand how to avoid the problems which can arise when using this strategy. Although it might seem incorrect if you have code in `FixedUpdate`, for most cases, this approach minimizes lag compared with processing events in Fixed Update. The reasons for this are explained in detail on this page. Having a good understanding of how input is processed in each mode allows you to make your own decision about how best to process input for your particular project.
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