time_of_day

The scene's clock: the hour of the day running at a set speed (48 real minutes a day as in GTA V; 0 stops it). From the hour it places the sun as the real sky does at the latitude and date (sunrise, a high noon sun, a low golden sun throwing long shadows, night), and blends the colour grade through the day on top of camera_look: warm hazy mornings and golden hours, cool blue hours, night exposure. One per scene. Scripts: game.timeOfDay() reads it, game.timeOfDay({hour: 21, day_minutes: 0}) jumps and stops it.

In scene text

time_of_day { hour 1  day_minutes 1  latitude 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 9

FieldTypeUnit / rangeWhat it does
hournumber0 … 24Hour the clock starts at (17.5 = 5:30 PM).
day_minutesnumbermin, 0 … 1440Real minutes a whole day takes while playing (48 as in GTA V; 0 stops the clock at hour).
latitudenumberdeg, -89 … 89Latitude (north positive): how high the sun climbs and how long the day is. Caldera Island: 18.
day_of_yearnumber1 … 365Day of the year (80 the March equinox, 172 midsummer in the north, 355 midwinter).
northnumberdeg, -360 … 360Degrees the scene's north is turned by (0: the scene's -z is north).
drive_suntrue / false—Place the sun (directional_light) from the clock.
drive_looktrue / false—Blend the colour grade through the day's keys on top of camera_look.
run_in_editortrue / false—Run the clock in the editor too (a preview of the day); otherwise only while playing.
keyslist of text—The day's look keys replacing the built-in day: "<hour> exposure=0.2 temperature=0.3 haze=1.5 bloom=0.05 saturation=0.1 contrast=0 local_exposure=0.3" (offsets from camera_look; haze multiplies), blended smoothly between hours and past midnight.
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