Struct AudityMsgTime
Control → realtime: game-time state for this instance, pushed once per frame by
DarkEffekt.Audity.AudityInstanceRegistry while a graph containing a Time node is
playing (~one block stale by nature). Values hold between messages. The Time
node’s Rate reads 1 and Session Time falls back to Play Time until the first push
arrives, so offline/audition renders (which never push) read sane simulated
values. Play Time is engine-derived (frames since start), not carried here.
Assembly: DarkEffekt.Audity.Runtime
Section titled “Assembly: DarkEffekt.Audity.Runtime”public struct AudityMsgTimeFields
Section titled “Fields”Unity Time.timeScale (0 = paused, 1 = normal).
public float ratesessionTime
Section titled “sessionTime”Wall seconds since play mode started (Time.unscaledTimeAsDouble).
public float sessionTime