Time.realtimeSinceStartup
static var realtimeSinceStartup: float;
Description

The real time in seconds since the game started (Read Only).

In almost all cases you can and should use Time.time instead.

realtimeSinceStartup returns the time since startup, not affected by Time.timeScale. realtimeSinceStartup also keeps increasing while the player is paused (in the background). Using realtimeSinceStartup is useful when you want to pause the game by setting Time.timeScale to zero, but still want to be able to measure time somehow.

Note that realtimeSinceStartup returns time as reported by system timer. Depending on the platform and the hardware, it may report the same time even in several consecutive frames. If you're dividing something by time difference, take this into account (time difference may become zero!).
	// Prints the real time since start up.

print(Time.realtimeSinceStartup);
Another example:
	// A FPS counter.
	// It calculates frames/second over each updateInterval,
	// so the display does not keep changing wildly.
	 
	var updateInterval = 0.5;
	private var lastInterval : double; // Last interval end time
	private var frames = 0; // Frames over current interval
	private var fps : float; // Current FPS

function Start() { lastInterval = Time.realtimeSinceStartup; frames = 0; }

function OnGUI () { // Display label with two fractional digits GUILayout.Label("" + fps.ToString("f2")); }

function Update() { ++frames; var timeNow = Time.realtimeSinceStartup; if( timeNow > lastInterval + updateInterval ) { fps = frames / (timeNow - lastInterval); frames = 0; lastInterval = timeNow; } }