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    Class Time

    Game ticking and timing system.

    Inheritance
    System.Object
    Time
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [DebugCommand]
    [Unmanaged]
    public static class Time : Object

    Properties

    DeltaTime

    Gets time in seconds it took to complete the last frame, TimeScale dependent.

    Declaration
    [Unmanaged]
    public static float DeltaTime { get; }
    Property Value
    System.Single

    DrawFPS

    The target amount of the frames rendered per second (target game FPS).

    Declaration
    [Unmanaged]
    public static float DrawFPS { get; set; }
    Property Value
    System.Single

    Remarks

    To get the actual game FPS use FramesPerSecond

    GamePaused

    Gets or sets the value indicating whenever game logic is paused (physics, script updates, etc.).

    Declaration
    [Unmanaged]
    public static bool GamePaused { get; set; }
    Property Value
    System.Boolean

    GameTime

    Gets time at the beginning of this frame. This is the time in seconds since the start of the game.

    Declaration
    [Unmanaged]
    public static float GameTime { get; }
    Property Value
    System.Single

    PhysicsFPS

    The target amount of the physics simulation updates per second (also fixed updates frequency).

    Declaration
    [Unmanaged]
    public static float PhysicsFPS { get; set; }
    Property Value
    System.Single

    StartupTime

    The time at which the game started (UTC local).

    Declaration
    [Unmanaged]
    public static DateTime StartupTime { get; }
    Property Value
    System.DateTime

    TimeScale

    The game time scale factor. Default is 1.

    Declaration
    [Unmanaged]
    public static float TimeScale { get; set; }
    Property Value
    System.Single

    TimeSinceStartup

    Gets the time since startup in seconds (unscaled).

    Declaration
    [Unmanaged]
    public static float TimeSinceStartup { get; }
    Property Value
    System.Single

    UnscaledDeltaTime

    Gets timeScale-independent time in seconds it took to complete the last frame.

    Declaration
    [Unmanaged]
    public static float UnscaledDeltaTime { get; }
    Property Value
    System.Single

    UnscaledGameTime

    Gets timeScale-independent time at the beginning of this frame. This is the time in seconds since the start of the game.

    Declaration
    [Unmanaged]
    public static float UnscaledGameTime { get; }
    Property Value
    System.Single

    UpdateFPS

    The target amount of the game logic updates per second (script updates frequency).

    Declaration
    [Unmanaged]
    public static float UpdateFPS { get; set; }
    Property Value
    System.Single

    Methods

    SetFixedDeltaTime(Boolean, Single)

    Sets the fixed FPS for game logic updates (draw and update).

    Declaration
    [Unmanaged]
    public static void SetFixedDeltaTime(bool enable, float value)
    Parameters
    System.Boolean enable

    True if enable this feature, otherwise false.

    System.Single value

    The fixed draw/update rate for the time.

    Synchronize()

    Synchronizes update, fixed update and draw. Resets any pending deltas for fresh ticking in sync.

    Declaration
    [Unmanaged]
    public static void Synchronize()
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