Class Time
Game ticking and timing system.
Inheritance
Assembly: FlaxEngine.dll
File: Engine/Engine/Time.h
Syntax
public class Time
Fields
Current
The current tick data (update, physics or draw).
Declaration
public static TickData* Current
Field Value
TickData
|
Draw
The rendering data.
Declaration
public static TickData Draw
Field Value
TickData
|
DrawFPS
The target amount of the frames rendered per second (target game FPS).
To get the actual game FPS use Engine.FramesPerSecond
Declaration
public static float DrawFPS
Field Value
float
|
Physics
The physics simulation updating data.
Declaration
public static FixedStepTickData Physics
Field Value
FixedStepTickData
|
PhysicsFPS
The target amount of the physics simulation updates per second (also fixed updates frequency).
Declaration
public static float PhysicsFPS
Field Value
float
|
StartupTime
The time at which the game started (UTC local).
Declaration
public static DateTime StartupTime
Field Value
DateTime
|
TimeScale
The game time scale factor. Default is 1.
Declaration
public static float TimeScale
Field Value
float
|
Update
The game logic updating data.
Declaration
public static TickData Update
Field Value
TickData
|
UpdateFPS
The target amount of the game logic updates per second (script updates frequency).
Declaration
public static float UpdateFPS
Field Value
float
|
Methods
GetCurrentSafe()
Gets the current tick data (safety so returns Update tick data if no active).
Declaration
public static TickData* GetCurrentSafe()
Returns
TickData
The tick data. |
GetDeltaTime()
Gets time in seconds it took to complete the last frame, TimeScale dependent.
Declaration
public static float GetDeltaTime()
Returns
float
|
GetGamePaused()
Gets the value indicating whenever game logic is paused (physics, script updates, etc.).
Declaration
public static bool GetGamePaused()
Returns
bool
True if game is being paused, otherwise false. |
GetGameTime()
Gets time at the beginning of this frame. This is the time in seconds since the start of the game.
Declaration
public static float GetGameTime()
Returns
float
|
GetNextTick()
Gets the time of next upcoming tick data of ticking group with defined update frequency.
Declaration
public static double GetNextTick()
Returns
double
The time of next tick. |
GetTimeSinceStartup()
Gets the time since startup in seconds (unscaled).
Declaration
public static float GetTimeSinceStartup()
Returns
float
|
GetUnscaledDeltaTime()
Gets timeScale-independent time in seconds it took to complete the last frame.
Declaration
public static float GetUnscaledDeltaTime()
Returns
float
|
GetUnscaledGameTime()
Gets timeScale-independent time at the beginning of this frame. This is the time in seconds since the start of the game.
Declaration
public static float GetUnscaledGameTime()
Returns
float
|
SetFixedDeltaTime(bool enable, float value)
Sets the fixed FPS for game logic updates (draw and update).
Declaration
public static void SetFixedDeltaTime(bool enable, float value)
Parameters
bool
enable
True if enable this feature, otherwise false. |
float
value
The fixed draw/update rate for the time. |
SetGamePaused(bool value)
Sets the value indicating whenever game logic is paused (physics, script updates, etc.).
Declaration
public static void SetGamePaused(bool value)
Parameters
bool
value
True if pause game logic, otherwise false. |
Synchronize()
Synchronizes update, fixed update and draw. Resets any pending deltas for fresh ticking in sync.
Declaration
public static void Synchronize()