Operating system or device, Godot version, GPU Model and driver (if graphics related):
Ubuntu 17.04, debug_release build fd6bae9f9a3ffc81f57e8aa3cc4e01f9bbdc726c
Issue description:
Motion in old Godot physic engine was frame independent. This means that independently from current physic frame-rate, the movement was acting more or less the same. (amount of traveled distance will be the same at 60fps and 10fps).
This is not the case for Bullet: when I set physics frame-rate to 10fps motion will be "six times slower" than with 60fps, just like the delta time is not taken into account somewhere.
Also setting Engine.set_time_scale() don't have any influence on Bullet physics engine motion (that means the rest of the game might work at x times slower/faster rate while physics is always working at the same speed rate).
VIDEO: https://youtu.be/_WJF2xbpPAA
Steps to reproduce:
Simple manual way:
Engine.set_time_scale(10.0) somewhere in the projectMore advanced way with character controller:
Link to minimal example project:
v2FpsMotionTest.zip
@AndreaCatania please don't bite! :smile:
Fixed: 6ee7101
As far as I tested it works nicely now! :+1:
Most helpful comment
Fixed: 6ee7101