Time
Introduction​
This section provides everything you need to manage time within the world, from tracking elapsed runtime and frame intervals to setting up single or repeating actions. Learn how to use built-in timing functions to create responsive and well-timed interactions in your experience.
world.time.elapsed​
The number of milliseconds the world has been running for, excluding time spent while the world was paused.
world.time.delta​
The number of milliseconds since the previous frame, excluding time jumps due to being paused.
world.time.absolute​
The number of milliseconds that have elapsed since the world was created.