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Time

Provides read-only static properties for tracking elapsed time, frame deltas, and frame counts. In VRChat worlds, Time values drive animations, cooldown timers, movement smoothing, and any frame-rate-independent logic.

Properties

PropertyTypeAccess
deltaTimefloatget
fixedDeltaTimefloatget, set
fixedTimefloatget
fixedTimeAsDoubledoubleget
fixedUnscaledDeltaTimefloatget
fixedUnscaledTimefloatget
fixedUnscaledTimeAsDoubledoubleget
frameCountintget
inFixedTimeStepboolget
realtimeSinceStartupfloatget
realtimeSinceStartupAsDoubledoubleget
renderedFrameCountintget
smoothDeltaTimefloatget
timefloatget
timeAsDoubledoubleget
timeSinceLevelLoadfloatget
timeSinceLevelLoadAsDoubledoubleget
unscaledDeltaTimefloatget
unscaledTimefloatget
unscaledTimeAsDoubledoubleget

deltaTime

Time in seconds since the last frame. Multiply by this for frame-rate-independent movement.

on Update {
transform.Translate(0.0, speed * Time.deltaTime, 0.0)
}

fixedDeltaTime

The fixed time step in seconds used by physics updates.

let step: float = Time.fixedDeltaTime

frameCount

The total number of frames that have been rendered since the scene started.

let frame: int = Time.frameCount

realtimeSinceStartup

Real wall-clock time in seconds since the application started.

let uptime: float = Time.realtimeSinceStartup

time

Time in seconds since the scene loaded (affected by time scale).

let elapsed: float = Time.time

timeSinceLevelLoad

Time in seconds since the current scene (level) was loaded.

let since: float = Time.timeSinceLevelLoad

unscaledDeltaTime

Frame delta time ignoring time scale. Useful for UI animations.

let dt: float = Time.unscaledDeltaTime

unscaledTime

Time in seconds since the scene loaded, ignoring time scale changes.

let real: float = Time.unscaledTime

Methods

Equals

Equals(obj: object) -> bool

GetHashCode

GetHashCode() -> int

GetType

GetType() -> SystemType

ToString

ToString() -> string