I see some scripts that use deltaTime and in an example I see, it is the returned parameter of Stepped event. The script uses deltaTime to multiply by a player’s humanoidrootpart velocity, I want to understand what multiplying velocity by time gives and what ‘delta’ means in deltaTime?
local leeway = 2 -- How many studs of leeway can the player have before they are stopped? Low values = more rubber banding during lag!
local player = aPlayer
local RunService = game:GetService("RunService")
local lastPosition
RunService.Stepped:Connect(function(deltaTime)
local character = player.Character
local humanoid = character:FindFirstChildOfClass("Humanoid")
if character and character.PrimaryPart and humanoid then
local maxSpeed = math.max(humanoid.WalkSpeed, humanoid.JumpPower) + leeway
character.PrimaryPart.Velocity = character.PrimaryPart.Velocity.Unit * (math.min(maxSpeed, character.PrimaryPart.Velocity.Magnitude)) -- Limit their velocity!
local currentPosition = character:GetPrimaryPartCFrame()
if lastPosition then
local deltaPosition = currentPosition.p-lastPosition.p
if deltaPosition > character.PrimaryPart.Velocity*deltaTime + leeway then -- Check if they are moving faster than their velocity!
character:SetPrimaryPartCFrame(lastPosition) -- Reset their position!
end
end
lastPosition = currentPosition
else
lastPosition = nil
end
end)
Note: This is not my script and it is meant to stop flying, an anti-exploit script.

4 comments
delta is used to represent change. delta time is the change in time.
Ahh thank you that makes sense but why multiply deltaTime by velocity? What does the change in time have to do with physics calculations?
Multiplying velocity by deltaTime makes movement speed frame rate independant. If you don't do it then people with lower frame rates will move slower, and vice versa.
Thank you