Revision Difference
Global.RealTime#528823
<function name="RealTime" parent="Global" type="libraryfunc">
<description>
Returns the uptime of the game/server in seconds (to at least 4 decimal places). This value updates itself once every time the realm thinks. For servers, this is the server tickrate. For clients, its their current FPS.
<note>This is **not** synchronised or affected by the game.</note>⤶
⤶
<note>This will be affected by precision loss if the uptime is more than 30+(?) days, and effectively cease to be functional after 50+(?) days.
Changing the map will **not** fix it like it does with CurTime. A server restart is necessary.</note>
You should use this function (or SysTime) for timing real-world events such as user interaction, but not for timing game events such as animations.
Returns the uptime of the game/server in seconds (to at least **4** decimal places). This value updates itself once every time the realm thinks. For servers, this is the server tickrate. For clients, its their current FPS.
<note>This is **not** synchronised or affected by the game.⤶
⤶
This will be affected by precision loss if the uptime is more than 30+(?) days, and effectively cease to be functional after 50+(?) days.
Changing the map will **not** fix it like it does with <page>Global.CurTime</page>. A server restart is necessary.</note>
You should use this function (or <page>Global.SysTime</page>) for timing real-world events such as user interaction, but not for timing game events such as animations.
See also: <page>Global.CurTime</page>, <page>Global.SysTime</page>
</description>
<realm>Shared</realm>
<rets>
<ret name="" type="number">Uptime of the game/server.</ret>
</rets>
</function>