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# Mixed timing scenarios with fixed and dynamic input
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There are some situations where you might set the Update Mode **process in Dynamic Update** even when using input code in `FixedUpdate`, to minimize input latency, as described in the [previous section](xref:input-system-timing-optimize-fixed).
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There are some situations where you might set the Update Mode **process in Dynamic Update** even when using input code in `FixedUpdate`, to minimize input latency, as described in the [previous section](./timing-optimize-fixed-update.md).
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In this situation, for discrete events you must ensure that you use [`WasPressedThisFrame`](xref:UnityEngine.InputSystem.InputAction) or [`WasReleasedThisFrame`](xref:UnityEngine.InputSystem.InputAction) in `Update`, and pass through a variable to your `FixedUpdate` code to indicate the event happened. There may still be some latency between the frame in which the event occurred, and the next `FixedUpdate` call.
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