Add force independent of framerate

I see the many topics on it, many explanations of the problem, which I feel I understand why it doesn’t work as I’d expect, physics are calculated by frame, if you want to achieve the enlightened frame rate independent physics it needs to be done using delta time.

Now, how do I implement it?

This is my starting point, I have a ball unaffected by gravity but affected by physics, when I hold shift it adds force to the ball. Currently it moves very slowly at 15 fps, and very quickly at 120. I want the ball to move at the same speed regardless of fps.

My player character adding force to the ball

this is the macro I’m using to add force

How do I solve this issue?

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These days you Async Physics Tick.


If you implement physics math anywhere else that is frame dependent, you must account for (multiply applied forces by) frame delta.

I believe that running Async Tick does so in a seperate thread to boot.


In your example I’d have input open a Gate for Async Tick to do its job.

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Hey sorry for delayed response, I had some time off and took a bit to learn about all of this. Your response gave me lots to research and a good method, thank you :smiley: It does appear that it runs in a separate thread from everything I’ve read as well.

The gate node was also a good way to do it, and I’ve gotten everything working now, thank you!

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