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
| Field | Type | Unit / range | What it does |
|---|---|---|---|
hour | number | 0 … 24 | Hour the clock starts at (17.5 = 5:30 PM). |
day_minutes | number | min, 0 … 1440 | Real minutes a whole day takes while playing (48 as in GTA V; 0 stops the clock at hour). |
latitude | number | deg, -89 … 89 | Latitude (north positive): how high the sun climbs and how long the day is. Caldera Island: 18. |
day_of_year | number | 1 … 365 | Day of the year (80 the March equinox, 172 midsummer in the north, 355 midwinter). |
north | number | deg, -360 … 360 | Degrees the scene's north is turned by (0: the scene's -z is north). |
drive_sun | true / false | — | Place the sun (directional_light) from the clock. |
drive_look | true / false | — | Blend the colour grade through the day's keys on top of camera_look. |
run_in_editor | true / false | — | Run the clock in the editor too (a preview of the day); otherwise only while playing. |
keys | list 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. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us