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Question by DejectedAxe47 · Aug 27, 2013 at 06:46 PM · c#timeclock

Help with a faster clock?

I just made a clock that keeps real time but I want to know how to make the clock faster Here's the script:

using UnityEngine;

using System;

public class ClockAnimator : MonoBehaviour {

 private const float
     hoursToDegrees = 360f / 12f,
     minutesToDegrees = 360f / 60f,
     secondsToDegrees = 360f / 60f;
 public bool Analog;
 
 public Transform Hour, Minute, Second;
 
 void Update () {
     if(Analog) {
         TimeSpan timespan = DateTime.Now.TimeOfDay;
         Hour.localRotation =
             Quaternion.Euler(0f,0f,(float)timespan.TotalHours * -hoursToDegrees);
         Minute.localRotation =
             Quaternion.Euler(0f,0f,(float)timespan.TotalMinutes * -minutesToDegrees);
         Second.localRotation =
             Quaternion.Euler(0f,0f,(float)timespan.TotalSeconds * -secondsToDegrees);
         
     }
     else {
     
         DateTime time = DateTime.Now;
         Hour.localRotation = Quaternion.Euler (0f,0f,time.Hour * -hoursToDegrees);
         Minute.localRotation = Quaternion.Euler (0f,0f,time.Minute * -minutesToDegrees);
         Second.localRotation = Quaternion.Euler (0f,0f,time.Second * -secondsToDegrees);
     
     }
 
 }

}

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Answer by robertbu · Aug 27, 2013 at 08:38 PM

Here is a quick a hack to get you started. Set 'fractionAdd' to 1.0 to run twice as fast (i.e. for every real second, it add a full second).

 using UnityEngine;
 using System;
 
 public class ClockAnimator : MonoBehaviour {
 
 private const float
     hoursToDegrees = 360f / 12f,
     minutesToDegrees = 360f / 60f,
     secondsToDegrees = 360f / 60f;
 public bool Analog;
  
 public Transform Hour, Minute, Second;
     
 public float fractionAdd = 1.0f;
 private float timerAdd = 0.0f;
 
 void Update () {
         timerAdd += Time.deltaTime * fractionAdd;
         TimeSpan timespan = DateTime.Now.TimeOfDay;
          timespan += new TimeSpan((long)timerAdd * TimeSpan.TicksPerSecond);
 
     if(Analog) {
             
        Hour.localRotation =
          Quaternion.Euler(0f,0f,(float)timespan.TotalHours * -hoursToDegrees);
        Minute.localRotation =
          Quaternion.Euler(0f,0f,(float)timespan.TotalMinutes * -minutesToDegrees);
        Second.localRotation =
          Quaternion.Euler(0f,0f,(float)timespan.TotalSeconds * -secondsToDegrees);
  
     }
     else {
  
        DateTime time = new DateTime(timespan.Ticks);
        Hour.localRotation = Quaternion.Euler (0f,0f,time.Hour * -hoursToDegrees);
        Minute.localRotation = Quaternion.Euler (0f,0f,time.Minute * -minutesToDegrees);
        Second.localRotation = Quaternion.Euler (0f,0f,time.Second * -secondsToDegrees);
  
     }
  
 }
 }
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avatar image DejectedAxe47 · Aug 27, 2013 at 09:02 PM 0
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Thanks but I already answered my own question.

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