ProtoFlux:Delta Time: Difference between revisions

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Created a page for the Delta Time node.
 
Fixed typo.
 
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{{Note|There is an alternative node called [[ProtoFlux:Smooth Delta Time|Smooth Delta Time]] that tries to smooth out this result when getting lag or frame stutters.|suggestion}}
{{Note|There is an alternative node called [[ProtoFlux:Smooth Delta Time|Smooth Delta Time]] that tries to smooth out this result when getting lag or frame stutters.|suggestion}}


At this current time, [[Resonite]] uses Unity, so this [https://docs.unity3d.com/ScriptReference/Time-deltaTime.html Unity Documentation about Delta Time] may be relevant in helping understand what this does. And following that, this has an excellent explaination about [https://docs.unity3d.com/Manual/TimeFrameManagement.html Time Frame Management], which in general may help with working with this node in your content.
At this current time, [[Resonite]] uses Unity, so this [https://docs.unity3d.com/ScriptReference/Time-deltaTime.html Unity Documentation about Delta Time] may be relevant in helping understand what this does. And following that, this has an excellent explanation about [https://docs.unity3d.com/Manual/TimeFrameManagement.html Time Frame Management], which in general may help with working with this node in your content.


=== Uses ===
=== Uses ===

Latest revision as of 01:15, 20 May 2024

dT
*
Time

The Delta Time node returns the change of time between two frames, this frame we are on and the one before.

There is an alternative node called Smooth Delta Time that tries to smooth out this result when getting lag or frame stutters.

At this current time, Resonite uses Unity, so this Unity Documentation about Delta Time may be relevant in helping understand what this does. And following that, this has an excellent explanation about Time Frame Management, which in general may help with working with this node in your content.

Uses

Using this node, you can make an accumulator or a timer using the frames here and storing them to a variable and adding them every frame.

Outputs

* (float)

The difference in time between this frame and the last frame.