Oh yes, there's alternatives
But when all comes to all, I can divide 'speed dependent things' in a Unity / Playmaker game up in 3:
A) Every frame - what most Playmaker actions rely on
B) Delta Time - what most 'third party' products (scripts) rely on
And A/B are not in sync, that is my point here
C) Then there's the various ways to 'do something about this'.
I'd just like to point out that Playmaker could IMO take this much better into account, and so eliminating C) in the very typical case shown above, where 'Speed' is used to drive a third party Spline-move-along.
If Playmaker had instead of only 'Every Frame' a from of 'Fixed update' in all the standard actions, then there would be no need for C).
I could just mark 'Fixed Update' instead of 'Every frame' and that would be the end of those trouble!
What I am asking you is which C) are you suggesting?
Since there's no clear answer, I presume it is because there's no 'clean solution', and I'll just make strange sub-FSM's that do their own loop-pausing based on time.
thanks.