From 16a1465380df708edebffc53c77011cd771f6b91 Mon Sep 17 00:00:00 2001 From: Ninni Pipping Date: Sun, 23 Apr 2023 10:21:18 +0200 Subject: [PATCH] Add information about how `Engine.time_scale` affects Timers --- doc/classes/Engine.xml | 2 +- doc/classes/Timer.xml | 3 ++- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 9ea59010cc18..aa15f88afa97 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -306,7 +306,7 @@ [b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor. - Controls how fast or slow the in-game clock ticks versus the real life one. It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real life, whilst a value of 0.5 means the game moves at half the regular speed. + Controls how fast or slow the in-game clock ticks versus the real life one. It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real life, whilst a value of 0.5 means the game moves at half the regular speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree.create_timer] for how to control this). diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index 1205f1627c67..2f76f0d27a7e 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -5,6 +5,7 @@ Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or "one-shot" mode. + [b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher scale means quicker timeouts, and vice versa. [b]Note:[/b] To create a one-shot timer without instantiating a node, use [method SceneTree.create_timer]. @@ -52,7 +53,7 @@ The wait time in seconds. - [b]Note:[/b] Timers can only emit once per rendered frame at most (or once per physics frame if [member process_callback] is [constant TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 seconds) will behave in significantly different ways depending on the rendered framerate. For very low wait times, it is recommended to use a process loop in a script instead of using a Timer node. + [b]Note:[/b] Timers can only emit once per rendered frame at most (or once per physics frame if [member process_callback] is [constant TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 seconds) will behave in significantly different ways depending on the rendered framerate. For very low wait times, it is recommended to use a process loop in a script instead of using a Timer node. Timers are affected by [member Engine.time_scale], a higher scale means quicker timeouts, and vice versa.