Version: 2020.3
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  • C#

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Time

class in UnityEngine

/

Implemented in:UnityEngine.CoreModule

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Description

Provides an interface to get time information from Unity.

This flowchart illustrates the general overview of the relationship between the main properties of the Time class.



For more information, see the Unity User Manual documentation on Order of execution for event functions.

Static Properties

captureDeltaTimeSlows your application’s playback time to allow Unity to save screenshots in between frames.
captureFramerateThe reciprocal of Time.captureDeltaTime.
deltaTimeThe interval in seconds from the last frame to the current one (Read Only).
fixedDeltaTimeThe interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed.
fixedTimeThe time since the last FixedUpdate started (Read Only). This is the time in seconds since the start of the game.
fixedTimeAsDoubleThe double precision time since the last FixedUpdate started (Read Only). This is the time in seconds since the start of the game.
fixedUnscaledDeltaTimeThe timeScale-independent interval in seconds from the last MonoBehaviour.FixedUpdate phase to the current one (Read Only).
fixedUnscaledTimeThe timeScale-independent time at the beginning of the last MonoBehaviour.FixedUpdate phase (Read Only). This is the time in seconds since the start of the game.
fixedUnscaledTimeAsDoubleThe 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.
frameCountThe total number of frames since the start of the game (Read Only).
inFixedTimeStepReturns true if called inside a fixed time step callback (like MonoBehaviour's FixedUpdate), otherwise returns false.
maximumDeltaTimeThe maximum value of Time.deltaTime in any given frame. This is a time in seconds that limits the increase of Time.time between two frames.
maximumParticleDeltaTimeThe maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates.
realtimeSinceStartupThe real time in seconds since the game started (Read Only).
realtimeSinceStartupAsDoubleThe real time in seconds since the game started (Read Only). Double precision version of realtimeSinceStartup.
smoothDeltaTimeA smoothed out Time.deltaTime (Read Only).
timeThe time at the beginning of this frame (Read Only).
timeAsDoubleThe double precision time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.
timeScaleThe scale at which time passes.
timeSinceLevelLoadThe time since this frame started (Read Only). This is the time in seconds since the last non-additive scene has finished loading.
timeSinceLevelLoadAsDoubleThe double precision time since this frame started (Read Only). This is the time in seconds since the last non-additive scene has finished loading.
unscaledDeltaTimeThe timeScale-independent interval in seconds from the last frame to the current one (Read Only).
unscaledTimeThe timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game.
unscaledTimeAsDoubleThe double precision timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game.