The interface to get time information from Unity.
captureDeltaTime | Slows game playback time to allow screenshots to be saved between frames. |
captureFramerate | The reciprocal of Time.captureDeltaTime. |
deltaTime | The completion time in seconds since 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. |
fixedTimeAsDouble | 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. |
fixedUnscaledTimeAsDouble | 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) will be performed only for this duration of time per frame. |
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. This offers more precision than a float or single value, particularly over extended periods of real-world time. In almost all cases, choose the realtimeSinceStartupAsDouble equivalent over realtimeSinceStartup. |
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. |
timeAsDouble | 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 time passes. 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. |
timeSinceLevelLoadAsDouble | 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. |
unscaledTimeAsDouble | The timeScale-independant time for this frame (Read Only). This is the time in seconds since the start of the game. |