Game Engine Time Converter
Game engines track time in engine-specific units: frame counts (frames at 60 fps), Unity `Time` (seconds since scene start, often `timeSinceLevelLoad`), and Unreal `FDateTime` (ticks since 0001-01-01).
This converter renders your date-time as frame count at 60 fps, the Unity time value, and the Unreal FDateTime tick count for replay debugging and tooling.
Game Engine Time Converter Quick Reference
| Format | Pattern / Description | Example 1 | Example 2 |
|---|---|---|---|
| Frame Count (60fps) | Frames since midnight | 107197884000 | 106033536000 |
| Unity Time | Seconds since midnight | 1786631400.000 | 1767225600.000 |
| Unreal Engine Time | Millis since midnight | 1786631400000 | 1767225600000 |
* Examples are rendered in UTC for the fixed sample instants above.
When to Use Game Engine Time
Replay & netcode debugging
Convert wall-clock to frame numbers when correlating replays with server logs.
Unity profiling
Interpret `Time.time` values from profiler captures in terms of elapsed wall time.
Unreal save inspection
Decode `FDateTime.Ticks` from save files and analytics events.
Frequently Asked Questions
What is the frame count format?
Frames × (1/60 s) — the converter outputs how many 60-fps frames a duration represents (e.g. 1 hour = 216,000 frames).
What is Unity Time?
`Time.time` = seconds since the game started (scaled by timeScale); `timeSinceLevelLoad` = seconds since the current scene loaded.
What is Unreal FDateTime?
A 64-bit tick count where 1 tick = 100 ns since 0001-01-01 (Gregorian). 2026 values ≈ 6.4×10¹⁷ ticks.
Why do frame counts matter?
Deterministic replays and rollback netcode require fixed timestep frame indexing; knowing the exact frame for a timestamp is essential for debugging.
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