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class in UnityEngine
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CloseThe interface to get time information from Unity.
captureFramerate | Slows game playback time to allow screenshots to be saved between frames. |
deltaTime | The time in seconds it took to complete the last frame (Read Only). |
fixedDeltaTime | The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed. |
fixedTime | The time the latest FixedUpdate has started (Read Only). This is the time in seconds since the start of the game. |
fixedUnscaledDeltaTime | The timeScale-independent interval in seconds from the last fixed frame to the current one (Read Only). |
fixedUnscaledTime | The TimeScale-independant time the latest FixedUpdate has started (Read Only). This is the time in seconds since the start of the game. |
frameCount | The total number of frames that have passed (Read Only). |
inFixedTimeStep | Returns true if called inside a fixed time step callback (like MonoBehaviour's FixedUpdate), otherwise returns false. |
maximumDeltaTime | The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate). |
maximumParticleDeltaTime | The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates. |
realtimeSinceStartup | The real time in seconds since the game started (Read Only). |
smoothDeltaTime | A smoothed out Time.deltaTime (Read Only). |
time | The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. |
timeScale | The scale at which the time is passing. This can be used for slow motion effects. |
timeSinceLevelLoad | The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded. |
unscaledDeltaTime | The timeScale-independent interval in seconds from the last frame to the current one (Read Only). |
unscaledTime | The timeScale-independant time for this frame (Read Only). This is the time in seconds since the start of the game. |
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