Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 Raveler · Jan 29, 2014 at 10:52 AM · physicsupdateframeratetiming

Time.deltaTime does not always correctly display the time difference between 2 frames

I have a situation where Time.deltaTime and Time.time do not correctly update between Update() calls.

At one point, I am loading a lot of game objects, something which takes about 2 seconds, during which the game basically freezes. This is ok - I will optimize this later. When I log the updated time between the last frame before the freeze and the first frame after the freeze, I get:

2014-01-29 11:30:14.3543 We increase time by Time.deltaTime 0.01639664 to Time.time 11.4154 // 2 second freeze here [info] 2014-01-29 11:30:16.6814 We increase time by Time.deltaTime 0.3333333 to Time.time 11.74873

If I log the time using DateTime.Now(), I get the correct difference: about 2 seconds. (from 11:30:14 to 11:30:16). But Time.time is only increased by 0.3333.

What's going on? Is the time lost by instantiation of new objects not included in the deltaTime? Or maybe the Physics calculations? There are physics included in the newly spawned objects.

Comment
Add comment · Show 1
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 Raveler · Jan 29, 2014 at 10:49 AM 0
Share

Seems to be related to:

http://answers.unity3d.com/questions/52673/timetime-running-slow.html

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by VildNinja · Jan 29, 2014 at 11:24 AM

Unity has a max time step. Can be found in the menu: Edit -> Project Settings -> Time

this is to prevent things from going out of hand, if a single frame takes too long. Imagine a zombie following your player, if your game freezes for 2 seconds that could make the zombie jump several meters closer to you (in the case where you use delta time to calculate its movement)

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 Raveler · Jan 29, 2014 at 11:50 AM 0
Share

And in my case, the max time step is indeed set to 0.3333. This fixes it. Thanks a lot!

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

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Is it okay to use ForceMode.VelocityChange in Update()? 1 Answer

higher frame-rate than update frame-rate 1 Answer

Is rigibody velocity frame rate independent? 1 Answer

particle systems' physics heavily depends on framerate?? 1 Answer

AddForce in Update 1 Answer


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