llGetTime
		
		
		
		Jump to navigation
		Jump to search
		
| LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials | 
Summary
Function: float llGetTime( );| 0.0 | Forced Delay | 
| 10.0 | Energy | 
Returns a float that is script time in seconds with subsecond precision since the script started, was last reset, or call to either llResetTime or llGetAndResetTime.
Specification
Script time matches normal time, it is unaffected by time dilation. For example, if you call llResetTime on two objects in separate simulators at the same time, and later call llGetTime on both at the same time, their values will be equal regardless of differences in dilation.
Caveats
- Script time is the amount of real-world time that the script has been in a running state. It is unaffected by time dilation, but it does not count time while the script is suspended, the user is offline (when in an attachment), the object is in inventory rather than rezzed, etc.
- Script time resets when...
- Script reset (user or llResetScript or llResetOtherScript)
- Call to either llResetTime or llGetAndResetTime
 
- Due to (32 bit) floating point number limitations, the accuracy of this function is 1/64sec up to ~3 days, 1/32sec up to ~6 days, etc... doubling each time, e.g. it's only 1 second at ~194 days. Use llResetTime or llGetAndResetTime whenever practical to maintain the accuracy you require:
| Precision | Up to Seconds | Hours | Days | 
|---|---|---|---|
| 0.016=2-6 | 262144=218 | 72.82 | 3.03 | 
| 0.022=1/45 | 1 simulator frame | ||
| 0.031=2-5 | 524288=219 | 145.63 | 6.06 | 
| 0.063=2-4 | 1048576=220 | 291.27 | 12.13 | 
| 0.125=2-3 | 2097152=221 | 582.54 | 24.27 | 
| 0.250=2-2 | 4194304=222 | 1165.08 | 48.54 | 
| 0.500=2-1 | 8388608=223 | 2330.16 | 97.09 | 
| 1.000=2-0 | 16777216=224 | 4660.33 | 194.18 | 
Examples
default {
    state_entry()
    {
        llResetTime();
    }
    touch_start(integer num_touch)
    {
        float time = llGetTime(); //Instead getting, and then resetting the time, we could use llGetAndResetTime() to accomplish the same thing.
        llResetTime();
        llSay(0,(string)time + " seconds have elapsed since the last touch." );
    }
}
// Distinguish between a single click and a double click
float gHoldTime;
default
{
    touch_start(integer total_number)
    {
        float now = llGetTime();
        if (now - gHoldTime < 0.3)
        {
            llSay(PUBLIC_CHANNEL,"Double clicked");
            // Trigger one sequence of actions
        }
        else
        {
            llSetTimerEvent(0.32);
        }
        gHoldTime = now;
    }
    
    timer()
    {
        llSetTimerEvent(0.0);
        if (llGetTime()-gHoldTime > 0.3)
        {
            llSay(PUBLIC_CHANNEL,"Single clicked.");
            // Trigger a different sequence of actions
        }
    }
}
//  To do time-dependant loops of whatever:
//  for example move 2 meters within 5.0 seconds
float time = 5.0;
float i;
llResetTime();
do
{
    i = llGetTime()/time;
    // move2meters*i
}
while (llGetTime() < time);
See Also
Functions
| • | llResetTime | |||
| • | llGetAndResetTime | |||
| • | llGetRegionTimeDilation | 
Deep Notes
| Signature | 
|---|
| function float llGetTime(); |