class in UnityEngine
/
Implemented in:UnityEngine.CoreModule
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CloseProvides an interface to get time information from Unity.
For more information, see the following pages in the User Manual:
captureDeltaTime | Slows your application’s playback time to allow Unity to save screenshots in between frames. |
captureDeltaTimeRational | Slows your application’s playback time to allow Unity to save screenshots in between frames. |
captureFramerate | The reciprocal of Time.captureDeltaTime. |
deltaTime | The interval in seconds from the last frame to the current one (Read Only). |
fixedDeltaTime | The interval in seconds of in-game time at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed. |
fixedTime | The time at which the current FixedUpdate started in seconds since the start of the game (Read Only). |
fixedTimeAsDouble | The double precision time since the last FixedUpdate started (Read Only). This is the time in seconds since the start of the game. |
fixedUnscaledDeltaTime | The interval in seconds of timeScale-independent ("real") time at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed.(Read Only). |
fixedUnscaledTime | The timeScale-independent time at the beginning of the last MonoBehaviour.FixedUpdate phase (Read Only). This is the time in seconds since the start of the game. |
fixedUnscaledTimeAsDouble | The double precision timeScale-independent time at the beginning of the last FixedUpdate (Read Only). This is the time in seconds since the start of the game. |
frameCount | The total number of frames since the start of the game (Read Only). |
inFixedTimeStep | Returns true if called inside a fixed time step callback (like MonoBehaviour's FixedUpdate), otherwise returns false (Read Only). |
maximumDeltaTime | The maximum value of Time.deltaTime in any given frame. This is a time in seconds that limits the increase of Time.time between two frames. |
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). |
realtimeSinceStartupAsDouble | The real time in seconds since the game started (Read Only). Double precision version of realtimeSinceStartup. |
smoothDeltaTime | A smoothed out Time.deltaTime (Read Only). |
time | The time at the beginning of the current frame in seconds since the start of the application (Read Only). |
timeAsDouble | The double precision time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. |
timeAsRational | The time this frame has started (Read Only). This is the time in seconds since the start of the game represented as a RationalTime. |
timeScale | The scale at which time passes. |
timeSinceLevelLoad | The time in seconds since the last non-additive scene finished loading (Read Only). |
timeSinceLevelLoadAsDouble | The double precision time in seconds since the last non-additive scene finished loading (Read Only). |
unscaledDeltaTime | The timeScale-independent interval in seconds from the last frame to the current one (Read Only). |
unscaledTime | The timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game. |
unscaledTimeAsDouble | The double precision timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game. |
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