This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Time Node


Description

This node outputs a float value of time in seconds since the moment of the application startup.

Notice
This node has parameters (see below) that define its behavior, to view and change them double-click somewhere inside the node.

Parameters

Mode

Timer mode, defines how the time is calculated, when you put animations and particle simulation on pause. One of the following options::
  • Game - pauses time calculation, when animations and particle simulation are put on pause.
  • Real - continues time calculation, even when animations and particle simulation are put on pause.

Type

Defines the output value, either current or previous frame time can be returned depending on the option selected. One of the following options::
  • Auto - Material Graph automatically defines, when to use current or previous frame time. We strongly recommend you to use this option in case you move your vertices depending on time, as this provides automatic calculation of correct velocity for geometry deformation ensuring correct operation of Motion Blur, TAA, and other post-effects that use velocity buffer.
  • Current - always return the time of the current frame. But in case there is deformation of vertices you won't obtain automatically calculated velocity for them.
  • Old - always return the time of the previous frame. But in case there is deformation of vertices you won't obtain automatically calculated velocity for them.

Last update: 2024-08-16
Build: ()