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TimeData

Defined in: ecs/resource.ts:278

The frame’s clock, as Time carries it. delta is what almost everything integrates by — it is already multiplied by scale, so honouring a pause costs a system nothing.

delta: number

Defined in: ecs/resource.ts:280

Seconds since the previous frame, scaled by scale.


elapsed: number

Defined in: ecs/resource.ts:282

Seconds since the app started.


fixedAlpha: number

Defined in: ecs/resource.ts:293

Interpolation factor in [0, 1) into the current fixed step (fixedAccumulator / fixedDelta), set after the fixed-update loop each frame. Render-time systems lerp prev→current state by this to smooth fixed-step simulation (e.g. physics) onto the variable render rate.


fixedDelta: number

Defined in: ecs/resource.ts:286

Fixed-update timestep in seconds — the FixedUpdate / physics cadence.


fixedTick: number

Defined in: ecs/resource.ts:299

Monotonic count of completed FixedUpdate steps — the simulation’s own time axis (frameCount counts render frames, which vary per machine). Netcode stamps snapshots and input commands with this.


frameCount: number

Defined in: ecs/resource.ts:284

Render frames completed — machine-dependent; see fixedTick.


scale: number

Defined in: ecs/resource.ts:310

Multiplier on delta and on the fixed-step accumulation; negatives clamp to 0. At 0 the frame still runs — systems tick and a menu draws — while everything advancing by delta (movement, navigation, behaviour trees, the physics step) advances by nothing.

Read once at the top of the frame, before any system runs, so a write takes effect from the next frame: a game that pauses in Update integrates that frame in full and freezes from the one after.


unscaledDelta: number

Defined in: ecs/resource.ts:312

Real frame time, unaffected by scale, for whatever must keep moving.