/// <summary> /// Called every consistently in time, as opposed to Update /// or LateUpdate which are frame by frame. Makes it so lag /// on per device basis and timeScale changes doesn't /// change the simulated exertion of force on the rocket by /// the black hole /// </summary> void FixedUpdate() { relaunchButton.SetActive(inPlay); // Do nothing if not in play if (!inPlay) { return; } Vector3 force = blackHoleController.GetGravitationalForce(rocketGObject.transform.position); rocketController.ApplyGravitationalForce(force); }