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How is time modelled in unity? Is it same as the time in real-world?

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Unity's elapsed-time metrics, such as deltaTime and fixedDeltaTime are in actual real-world seconds.

However, it is possible to scale (or effectively pause) the underlying time metrics using timeScale, at which point the values reported by Unity will be different than real time according to the scaling specified. Other metrics, such as realtimeSinceStartup are not affected by adjusting the time scale.

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