Ah I see… If AddForce adds to the object’s acceleration, which should be the rate of velocity (or simply velocity / time) then that makes sense why it already accounts for DeltaTime since time is already integrated to the calculation.
AddImpulse on the other hand definitely does not calculate delta unless you manually multiply the force vector with it (I have tested this, an object will travel way further when the frame rate is higher if you don’t multiply with delta).
So by my understanding, if you multiply the impulse by delta isn’t it essentially the same thing as addforce? uhh I should probably look into the code sometime it’s kinda confusing