Time.Delta Time

Hello… I want to ask a double questions about unity 3d. I am creating cubes ıt is moving to the left. I want to acceleration with time. For isnstance this cubes reach a maximum Velocity.

private float timer ;
	// Use this for initialization
	void Start ()
	{
	
	}
	
	// Update is called once per frame
	void Update ()
	{
		timer += Time.deltaTime;
	
		if (timer < 10) {
			velocity = velocity + timer;

			transform.Translate (Vector3.left * velocity * Time.deltaTime );
		
			Destroy ();
  1. My second questions is ı am creating a system using with Time.DeltaTime like that

    if (Input.GetKeyDown (“w”) )
    {

     			grounded = false;
    
     			transform.rigidbody2D.AddForce(Vector3.up * velocity / Time.deltaTime);
     		
     		
     		}
    

But time.delta time changeable so my game is not stable. How can fix and stable my timer?
The objects moves sometimes fast and sometimes slow…

Your physics is kinda messed up. AddForce expects a force. You’re providing a velocity divided by Time.deltaTime, which is not really anything. If you wanted to apply a constant force every second for the period of time that W is pressed (i.e. an impulse), you should replace “velocity” with the desired force and then multiply by Time.deltatTime, not divide by it.