Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by dreamhouse7 · Apr 02, 2017 at 09:53 AM · beginnerapi

Expanded explanation on Time.time?

Hello, this seems like a bit of a stupid question. I have been doing the Unity tutorials so far, and I haven't had any problems that I haven't been able to solve on my own. Whenever I finish a lesson, I try to read and watch all the other videos or manuals that go into further detail about the things we used in the projects.

However, I'm having trouble understanding Time.time

the API has this example code:

 using UnityEngine;
 using System.Collections;
 
     public class ExampleClass : MonoBehaviour {
         public GameObject projectile;
         public float fireRate = 0.5F;
         private float nextFire = 0.0F;
         void Update() {
             if (Input.GetButton("Fire1") && Time.time > nextFire) {
                 nextFire = Time.time + fireRate;
                 GameObject clone = Instantiate(projectile, transform.position, transform.rotation) as GameObject;
             }

I can understand what this does as a whole because I was able to test it myself, but I don't understand how some of the parts come together.

So to my understanding, fireRate essentially makes us able to fire once every half second. But I don't understand how nextFire works, and what values Time.time return? Does Time.time reset every frame? What do these values become as the game goes on? why do we set nextFire = Time.time + fireRate? I'm sorry if this question is vague or stupid, It's just kind of confusing for me and I was hoping to maybe get an answer I could understand. Thank you.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by meat5000 · Apr 01, 2017 at 11:38 AM

Its an easy way of saying... "In 'fireRate' seconds from now"; as Time.time is the time, now.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image dreamhouse7 · Apr 01, 2017 at 02:50 PM 0
Share

OH! I see, I didn't know Time.time was the current time. $$anonymous$$ust have missed that in the tutorial.

So essentially the if statement checks if Fire1 is pressed and if the current time is greater than the sum of the last time we hite Fire1 plus the fireNext variable. That makes a lot of sense. Thank you!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Beginners question with Unity and App42 - Struggling with handling call back on exception 0 Answers

Need help applying gravity using C# 2 Answers

Why does my sphere object stop moving on collision? 1 Answer

Roll a ball tutorial Problem Please Help 1 Answer

Basic javascript array declaration 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges