According to the Unity documentation, FixedUpdate get called in a fixed time step. This can be seen when we output the time.Deltatime in FixedUpdate call back.
However, when I tried to check the deltatime using .Net time system (i.e., TimeDate.now.millisecond) in FixedUpdate call back, the output of deltatime is not constant.
I suspected that the clock used by Unity3d is not the same from my PC's clock. But I am not sure if I am right or not. Does anyone know the reason about this?
Thanks
Note: the main question is about why capturing the interval time between consecutive FixedUpdate() using .NET DateTime.now produce the inconsistent time step while it shows consistent time step using Time.Deltatime.