Time Manager
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Reference Manual > Components > Settings Managers > Time Manager

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Time Manager


The Time Manager

Properties

Fixed TimestepA framerate-independent interval that dictates when physics calculations and FixedUpdate() events are performed.
Time ScaleThe speed at which time progress. Change this value to simulate bullet-time effects. A value of 1 means real-time. A value of .5 means half speed; a value of 2 is double speed.

Details

Fixed Timestep

Fixed time stepping is very important for stable physics simulation. Not all computers are made equal, and different hardware configurations will run Unity games with varying performance. Therefore, physics must be calculated independently of the game's frame rate. Physics calculations like collision detection and Rigidbody movement are performed in discrete fixed time steps that are not dependent on frame rate. This makes the simulation more consistent across different computers or when changes in the frame rate occur. For example, the frame rate can drop due to an appearance of many game onscreen, or because the user launched another application in the background.

Here's how the fixed time step is calculated. Before every frame is drawn onscreen, Unity advances the fixed time by fixed delta time and performs physics calculations until it reaches the current time. This directly correlates to the Fixed Timestep property. The smaller the value of Fixed Timestep, the more frequently physics will be calculated. The number of Fixed frames per second can be calculated by dividing 1 by Fixed Timestep. Therefore, 1 / 0.02 = 50 fixed frames per second and 1 / 0.05 = 20 fixed frames per second.

Simply put, a smaller fixed update value leads to more accurate physics simulation but is heavier on the CPU.

Hints

  • Give the player control over time by changing Time Scale dynamically through scripting.