# maximumDeltaTime

> The maximum value of Time.deltaTime in any given frame. This is a time in seconds that limits the increase of Time.time between two frames.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public static float maximumDeltaTime { get; set; }
```

### Remarks

When a very slow frame happens, maximumDeltaTime limits the value of [Time.deltaTime](/engine/6000.6/script-reference/unityengine/time/deltatime.md) in the following frame to avoid undesirable side-effects from very large deltaTime values.

The recommended value depends on the desired characteristics of your application when frame hitches occur. maximumDeltaTime has these practical effects:

* Bounds the maximum number of times Unity executes [MonoBehaviour.FixedUpdate()](/engine/6000.6/script-reference/unityengine/monobehaviour/fixedupdate.md) in a frame to maximumDeltaTime / fixedDeltaTime.
* Sets a limit on the value of [Time.deltaTime](/engine/6000.6/script-reference/unityengine/time/deltatime.md) which is commonly used to drive dynamic parts of the application like player movement. This controls whether and how much the application stutters or speeds up after a frame hitch.

A low value of maximumDeltaTime might prevent a long series of frame hitches in applications with long [MonoBehaviour.FixedUpdate()](/engine/6000.6/script-reference/unityengine/monobehaviour/fixedupdate.md) phases. In these cases, a long frame causes multiple executions of FixedUpdate phases in the following frame, which causes another long frame and so on.

**Important:** Unity enforces that maximumDeltaTime is always at least as large as [Time.fixedDeltaTime](/engine/6000.6/script-reference/unityengine/time/fixeddeltatime.md).

See [Time and Frame Rate Management](/engine/6000.6/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.
