The Time object [E/M/W] The Time object serves as a way to retrieve game timing without having to keep track of it yourself, or using a frame counter. Whenever possible, try using the Time object over a frame-based timing method to ensure equal behaviour across all framerates.

- Time.time - Time (in seconds) since the game application started. If you want to time specific events, store Time.time in a variable of your own at the start of what you want to time, then subtract Time.time from your stored time to calculate the difference.
- Time.dt - Delta time (in seconds). This is the time it took for the last game update to complete.
- Time.mult - Multiplier to ensure equal movement across all framerates (this is essentially deltatime*framerate). This will be around 1.0 when the application runs at 60FPS, ~0.5 at 120FPS and ~2.0 at 30FPS, etc. By multiplying your movement by this value, your waves will be consistent on lower framerates as well.
- Time.wave - Returns the elapsed time (in seconds) of the current waves while in DEFENDING. -1 outside of DEFENDING.
  You can use wavetimer - Time.wave while in DEFENDING to see how much time is left in the defense round.

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* also the nav menu is broken now