static var realtimeSinceStartup : float
Description
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!).
Another Example:
var updateInterval = 0.5;
private var lastInterval : double;
private var frames = 0;
private var fps :
float;
function Start() {
lastInterval =
Time.realtimeSinceStartup;
frames = 0;
}
function OnGUI () {
GUILayout.Label(
"" + fps.ToString(
"f2"));
}
function Update() {
++frames;
var timeNow =
Time.realtimeSinceStartup;
if( timeNow > lastInterval + updateInterval )
{
fps = frames / (timeNow - lastInterval);
frames = 0;
lastInterval = timeNow;
}
}
using UnityEngine;
using System.Collections;
public class example :
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 = frames / timeNow - lastInterval;
frames = 0;
lastInterval = timeNow;
}
}
}
import UnityEngine
import System.Collections
class example(
MonoBehaviour):
public updateInterval as single = 0.5F
private lastInterval as double
private frames as
int = 0
private fps as single
def
Start():
lastInterval =
Time.realtimeSinceStartup frames = 0
def
OnGUI():
GUILayout.Label(('' + fps.ToString('f2')))
def
Update():
++frames
timeNow as single =
Time.realtimeSinceStartup if timeNow > (lastInterval + updateInterval):
fps = (frames / (timeNow - lastInterval))
frames = 0
lastInterval = timeNow