The Time settings (menu: Edit > Project Settings, then the Time_ category) lets you set a number of properties that control timing within your game.
Property: | Function: |
---|---|
Fixed Timestep | A framerate-independent interval that dictates when physics calculations and FixedUpdate() events are performed. |
Maximum Allowed Timestep | A framerate-independent interval that caps the worst case scenario when frame-rate is low. Physics calculations and FixedUpdate() events will not be performed for longer time than specified. |
Time Scale | The speed at which time progresses. Change this value to simulate bullet-time effects. A value of 1 means real-time. A value of .5 means half speed; a value of 2 is double speed. |
Maximum Particle Timestep | A framerate-independent interval that controls the accuracy of the particle simulation. When the frame time exceeds this value, multiple iterations of the particle update are performed in one frame, so that the duration of each step does not exceed this value. For example, a game running at 30fps (0.03 seconds per frame) could run the particle update at 60fps (in steps of 0.0167 seconds) to achieve a more accurate simulation, at the expense of performance. |
The Time Manager lets you set properties globally, but it is often useful to set them from a script during gameplay (for example, setting Time Scale to zero is a useful way to pause the game). See the page on Time and Framerate Management for full details of how time can be managed in Unity.
2017–05–18 Page published with limited editorial review
Maximum Particle Timestep added in 2017.1 NewIn20171
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thanks for helping to make the Unity documentation better!