Improve documentation on Update vs FixedUpdate schedule dichotomy (#14600)

# Objective

When looking at documentation for the `Update` schedule, its not
entirely obvious that developers should actually be using the
`FixedUpdate` schedule for most of their game logic. We should directly
cross-link between the two, and give examples of which systems to put in
which schedules.

## Solution

Do just that.
This commit is contained in:
Christian Hughes 2024-08-05 20:26:37 -05:00 committed by GitHub
parent 3a664b052d
commit 039bf90817
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@ -94,8 +94,16 @@ pub struct FixedFirst;
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct FixedPreUpdate;
/// The schedule that contains most gameplay logic.
/// The schedule that contains most gameplay logic, which runs at a fixed rate rather than every render frame.
/// For logic that should run once per render frame, use the [`Update`] schedule instead.
///
/// Examples of systems that should run at a fixed rate include (but are not limited to):
/// - Physics
/// - AI
/// - Networking
/// - Game rules
///
/// See the [`Update`] schedule for examples of systems that *should not* use this schedule.
/// See the [`FixedMain`] schedule for details on how fixed updates work.
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
@ -128,9 +136,15 @@ pub struct FixedLast;
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct FixedMain;
/// The schedule that contains app logic. Ideally containing anything that must run once per
/// render frame, such as UI.
/// The schedule that contains any app logic that must run once per render frame.
/// For most gameplay logic, consider using [`FixedUpdate`] instead.
///
/// Examples of systems that should run once per render frame include (but are not limited to):
/// - UI
/// - Input handling
/// - Audio control
///
/// See the [`FixedUpdate`] schedule for examples of systems that *should not* use this schedule.
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct Update;