Guides and API reference for Calendar Time v2.1.1. Start with Getting Started if you have not wired a session yet.
Guides
- Advanced: Game-Owned Schedules and World Rules — Calendar Time should answer when the game is. Your game should decide what that time means for shops, NPC routines, crops, quests, weather, and other world rules.
- Advanced Host Integration — This guide shows the recommended ownership split when a host game integrates Calendar Time and needs save/restore compatibility across calendar-configuration changes.
- Ageing — Two Time Models — Calendar Time supports two distinct ageing mechanics. Pick the one that matches your game design.
- Authoring Safety and Plugin Logging — This guide shows how Calendar Time reports authoring mistakes and how your game can route plugin output into its own logging pipeline.
- Connect Custom Lighting to the Clock — Use this guide to drive your own 2D or 3D lighting from a GameClock. It complements [Time-of-day lighting rigs](time-of-day-lighting-rigs.md). That guide explains the prebuilt demo rigs. This one show
- Calendar Time Examples — These examples use the current Calendar Time public API
- Multi-clock Save Identity — How ClockGroupSerializer.todict() / fromdict() identifies a clock across save → load cycles, and why we use a stable clockid rather than array position.
- Template UI — Calendar Time ships ready-made UI scenes in templates/calendartime/ui/.
- Time-of-day lighting rigs — > Demo code, not plugin code. Lighting rigs and directional lights ship > in the demo download (demo/lightingrigs/), not the plugin ZIP. > Copy them into your project if you want them. > > The plugin
- TimeScale & DriveMode — Ownership and Contract — This guide covers the two concepts that look similar but mean very different things in Calendar Time.
- Getting Started with Calendar Time — A beginner-friendly walkthrough. If you've never used the plugin before, this is where to start. For why the time model is the way it is, see [time-model.md](./time-model.md). For exact API names, see
- What Should Drive What? — Use this guide when deciding whether a system should read Calendar Time, Godot delta, or a game-owned fixed step.
- Time, precision & multiplayer — For normal games, you do not need to think about ticks, microseconds, or network determinism.
- Clock-Driven Animation Pattern — Use this pattern when a per-frame visual change should pause with a GameClock. Typical case: NPC work animations that freeze when world time pauses.
- Game Facts Driven by Clock Time — Use this pattern when a gameplay system should respond to the clock's authoritative time-of-day rather than wall-clock time, per-action timers, or a coarse half-day heuristic. It turns "the clock expo
- Speed Stack and Clock Pacing — This guide is the single source of truth for understanding how time advances in a Calendar Time scene. It exists because "how fast is the clock running?" has four answers, depending on which question
- 1.x to 2.0 Migration — Move World Time and Calendar Time 1.x projects to the Calendar Time 2.0 runtime shape.
API reference
Every public class in the v2.1.1 addon: GDScript API Reference.