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.
Returns the same value if called multiple times in a single frame. Unlike fixedTimeAsDouble this value is not affected by timeScale. Double precision version of fixedUnscaledTime. This offers more precision than a float or single value, particularly over extended periods of real-world time. In almost all cases, you should use the fixedUnscaledTimeAsDouble equivalent over fixedUnscaledTime.