Time, angles & units
Read the following sections carefully to fully understand how certain values are handled in the Danmaku Engine.
Angles & rotations
All angles and rotations are measured in degrees from zero (up) to 360 (clock-wise).
All position-related values are internally handled as floats which are directly translated to Unity's world units.
How time is handled
However, if you want the calculations to be frame-dependent you can enable the checkbox "Use Frame Based Time" in the inspector of the DanmakuController in your scene. This will internally set the time-delta for each frame to 1.0, which mathematically turns all calculations to "per-frame" instead of "per-second".
Keep in mind that many numerical values you are using in your bullet-patterns depend on the used time-calculation, so you should decide beforehand which one you want to use. For example, if you define a bullet with a speed of 5 and you are using time-based calculations, this bullet will travel 5 distance-units per second - if you set the timing to frame-based, it will travel 5 distance-units per frame which is a significant difference.