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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@@ -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>