Time considerations
A world controls the value of the Time
property of systems within it. A system's Time
property is an alias for the current world time.
By default, Unity creates a TimeData
entity for each world, which an UpdateWorldTimeSystem
instance updates. This reflects the elapsed time since the previous frame.
Systems in the FixedStepSimulationSystemGroup
treat time differently than other system groups. Systems in the fixed step simulation group update at a fixed interval, instead of once at the current delta time, and might update more than once per frame if the fixed interval is a small enough fraction of the frame time.
If you need more control of time in a world, you can use World.SetTime
to specify a time value directly. You can also PushTime
to temporarily change the world time and PopTime
to return to the previous time (in a time stack).
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