This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Content Creation
Content Optimization
Materials
Material Nodes Library
Input
Math
Textures
Art Samples
Tutorials

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: 2021-12-13
Build: ()