Add information about how Engine.time_scale affects Timers

This commit is contained in:
Ninni Pipping 2023-04-23 10:21:18 +02:00
parent 24cb43a874
commit 16a1465380
2 changed files with 3 additions and 2 deletions

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@ -306,7 +306,7 @@
[b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor.
</member>
<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
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).
</member>
</members>
</class>

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@ -5,6 +5,7 @@
</brief_description>
<description>
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].
</description>
<tutorials>
@ -52,7 +53,7 @@
</member>
<member name="wait_time" type="float" setter="set_wait_time" getter="get_wait_time" default="1.0">
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.
</member>
</members>
<signals>