something, right?
Time.DeltaTime is the real time passed. So on a slow/fast computer producing fewer/more frames the Update() would be called fewer/more often as well meaning that movement and anything else would depend on the Framrate. To counter this you multiply everything by Time.DeltaTime so that for example the player character consistently moves 1 meter per second or (1 * 0.6) meters per 0.6 seconds.
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