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!).
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Example() { print(Time.realtimeSinceStartup); } }
Another example:
using UnityEngine; using System.Collections;
// An FPS counter. // It calculates frames/second over each updateInterval, // so the display does not keep changing wildly. public class ExampleClass : MonoBehaviour { public float updateInterval = 0.5F; private double lastInterval; private int frames = 0; private float fps; void Start() { lastInterval = Time.realtimeSinceStartup; frames = 0; } void OnGUI() { GUILayout.Label("" + fps.ToString("f2")); } void Update() { ++frames; float timeNow = Time.realtimeSinceStartup; if (timeNow > lastInterval + updateInterval) { fps = (float) (frames / (timeNow - lastInterval)); frames = 0; lastInterval = timeNow; } } }