Does timescale increase the number of game ticks

Since a game tick is a single loop of the game’s execution and Time.timescale increases the speed of your game, I was wondering if Time.timescale increases the number of tps(ticks/second).

No, it does not. You get one frame as fast as your PC allows or if v-sync is enabled, as fast as your monitor / GPU updates. Though v-sync does not mean that you necessarily reach that update frequency. If the game load per frame is too heavy, of course the update rate would be lower.

Movement in a game is usually time based. That’s why we used Time.deltaTime to “fix” / correct the amount you should move per frame so it adds up to a certain amount per second. Time.timeScale does just scale deltaTime. So it simply increases the amount you would move per frame. So a timescale of 2 means deltaTime would return twice the usual amount. A timescale of 0.5 means half the amount. That’s all.

But I meant updating the game as in physics and animation, Unity says that a frame update happens after every calculation. So, the game updates after every tick. But wouldn’t a game need to update more if time is faster meaning that the CPU does more calculations every second meaning the game would have to tick faster? @Bunny83

But I meant updating the game as in physics and animation, Unity says that a frame update happens after every calculation. So, the game updates after every tick. But wouldn’t a game need to update more if time is faster meaning that the CPU does more calculations every second meaning the game would have to tick faster? And also, what if you don’t use delta time?@Bunny83