Godot Version
4.2.1
Question
I have a top-down 2D character controller with some simple acceleration. I coded this with physics/common/physics_ticks_per_second
set to 60, but when setting it to 144 for my 144hz monitor, the character now moves significantly slower.
Am I not multiplying by delta correctly? Is there something I should be doing differently to take advantage of HFR monitors?
const MAX_SPEED:float = 20000
const START_SPEED:float = 8000
const ACC:float = 3000
const DEACC:float = 2000
var speed:float = 0
func _physics_process(delta):
var input:Vector2 = Vector2.ZERO
var xdirection:float = Input.get_axis("move_left", "move_right")
var ydirection:float = Input.get_axis("move_up","move_down")
input.x = xdirection
input.y = ydirection
if !input.x and !input.y:
speed = START_SPEED
velocity = velocity.move_toward(Vector2.ZERO,DEACC*delta)
else:
speed += ACC * delta
velocity += input.normalized() * speed * delta
velocity = velocity.limit_length(MAX_SPEED * delta)
facing = input.angle()
move_and_slide()