Timer
Type: Data
Category: DATA
Returns the absolute system time in seconds since the Range Game Engine session started. Equivalent to Range.logic.getClockTime().
Sockets
| Socket | Direction | Type |
|---|---|---|
| Time | Output | Data (Float) |
Generated code
Range.logic.getClockTime()
Typical usage
Calculate elapsed time between events
[On Key Press: Key=SPACE, Mode=PRESSED]
→ [BTCustomTask:
self._bt_bb['last_jump_time'] = {Timer}]
# Later:
[On Update] → [BT Condition: {Timer} - self._bt_bb.get('last_jump_time', 0) > 1.5]
└── True ──► [...] # cooldown expired
Time-based animation using absolute clock
[On Update] → [Set Light Energy:
Energy = {Math: sin({Timer} * 2.0) * 0.5 + 1.0}]
Notes
getClockTime()is real-world seconds — not affected by game logic pause, but affected by OS time scaling.- To measure relative intervals (time in an FSM state), use Get State Time.
- The value is a high-precision float — two calls in the same frame return nearly identical but not necessarily equal values.