Probably not, because this would mean it slows down when physics starts to throttle. For this the ideal case for us would be to expose a time value similar to game time (which is what time()
returns) that’s a consistent render time synced with RenderStepped…
Although we have pretty bold plans re: physics simulation that may affect this. For now I think os.clock()
is an adequate replacement to tick()
for anything that doesn’t need the “almost UNIX timestamp” characteristics?
Is time() the same as RunService.Heartbeat() and RunService.Stepped()'s dt?
time() isn’t a delta time, but it should be the same as the first argument to Stepped.