Slow down Engine.time_scale makes physics_process() faster?

Godot Version

4.5.stable

Question

Common physics_process delta time is 0.016 which means 60 times per second, but when i set Engine.time_scale to 0.1, the delta time became 0.0016. This is weird because i think the delta should be 0.16.

Delta time shows how much time has passed between physics ticks.
Setting time_scale to 0.1 means the game will run at a much slower speed, but the physics engine still runs at the exact same one as before, hence delta gets multiplied by whatever time_scale you set, that’s why delta becomes 0.0016. (0.016 x 0.1 = 0.0016) This is because if you run the simulation at a different speed, then different amont of time will pass between each tick.

If delta got bigger, let’s say, 0.16, that means time_scale was set to 10, which would cause the simulation to run much faster.

So the delta time means the game-time? And after the time_scale changed, the physics is still 60 per second in real time?

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