# time

> The time at the beginning of the current frame in seconds since the start of the application (Read Only).

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public static float time { get; }
```

### Remarks

This is the time in seconds since the start of the application, which [Time.timeScale](/engine/6000.0/script-reference/unityengine/time/timescale.md) scales and [Time.maximumDeltaTime](/engine/6000.0/script-reference/unityengine/time/maximumdeltatime.md) adjusts. When called from inside [MonoBehaviour.FixedUpdate()](/engine/6000.0/script-reference/unityengine/monobehaviour/fixedupdate.md), it returns [Time.fixedTime](/engine/6000.0/script-reference/unityengine/time/fixedtime.md).

This value is undefined during Awake messages and starts after all of these messages are finished. This value does not update if the Editor is paused. See [Time.realtimeSinceStartup](/engine/6000.0/script-reference/unityengine/time/realtimesincestartup.md) for a time value that is unaffected by pausing.

See [Time and Frame Rate Management](/engine/6000.0/manual/scripting/managing-time-and-frame-rate.md) in the User Manual for more information about how this property relates to the other Time properties.

### Examples

```csharp
//If the Fire1 button is pressed, a projectile
//will be Instantiated every 0.5 seconds.

using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour
{
    public GameObject projectile;
    public float fireRate = 0.5f;
    private float nextFire = 0.0f;

    void Update()
    {
        if (Input.GetButton("Fire1") && Time.time > nextFire)
        {
            nextFire = Time.time + fireRate;
            Instantiate(projectile, transform.position, transform.rotation);
        }
    }
}
```
