> For the complete documentation index, see [llms.txt](https://infinitypbr.gitbook.io/magic-pig-games/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://infinitypbr.gitbook.io/magic-pig-games/game-modules-4/magic-time-for-game-modules.md).

# Magic Time for Game Modules

## Timeboard & GameTime

Usually GameTime will progress by Time.deltaTime each frame. However, the [**Magic Time**](broken://pages/hlYGqP9mEYDbmgzVLrzB) integration brings the `TimeboardMagicTimeUser` class, which is a `MagicTimeUser`, and will automatically modify the progression of GameTime by the final value of the subscribed `LocalTimeScales`.

To utilize this, add the `TimeboardMagicTimeUser` component to your `Timeboard` prefab.

<figure><img src="/files/gsWKPh9MT6fPhAIauhYy" alt=""><figcaption></figcaption></figure>

I suggest you set the value of *Transition Duration* to `0f`. If you attach this to another object, then remember to populate the *Timeboard* field. Otherwise, this will be populated for you.

Make sure to populate the *Initial Time Scales* as well. In the example above, we subscrie to the "Global" time scale, which handles the overall time progression of the game.

Everything is is automatic!

{% hint style="info" %}
You may wish to save the *Timeboard* prefab  as a **new prefab variant**, since you have modified the component on this object. This will reduce the risk that a future update to Game Modules may overwrite the *Timeboard* prefab.
{% endhint %}
