Are timermanager settimers affected by framerate?

Hi! I have an “invulnerability frames” system which is simply that I turn of hit detection, then turn it back on after a short time a timer handle and SetTimer() and it’s been working great for me so far.

However, a friend of mine has been testing my game lately and claims that there doesn’t seem to be any invulnerability frames on his end. And that he can take damage again practically immediately.
He gets about twice the framerate that I do in my game, could the timer be passing quicker on his end or do you think he’s just expecting a longer delay? The system is definitely present otherwise he would be dying instanly as the player would take damage each tick otherwise.

No, timers can’t pass quicker. There must be an issue in something else.
Timers are “mostly” frame-rate independent; by mostly I mean if timer tick falls between frames, it will be executed on the next frame, but never earlier.

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Cheers, I was suspecting it was something else. :slight_smile: