First share date: March 4th 2022 (unshared because it wasn't telling the actual real life time, which didn't make sense for me to share at all) Second share date: October 26th 2022 (unshared because it's just too simple for my liking) Final share date: March 22nd 2025 (Everything is smooth now. This is perfect. And a perfect use for the days since 2000 sensing variable!) All code is mine. Please give credit if you use this for any reason. How I made this: The current seconds, minutes and hours sensing variables defined on Scratch do not take account for milliseconds, and there is no current millisecond sensing variable defined on Scratch. However, there is a days since 2000 sensing variable, which DOES take account for milliseconds. So, multiply days since 2000 by 864 million, and get the last 3 digits, and you get last 3 milliseconds. But Scratch doesn't have an operator to get the last three digits. So, a workaround: Get the length of days since 2000 times 864 million (make sure it's rounded otherwise it'll sometimes be weird), then get the third "letter" of days since 2000 times 864 million by subtracting the length by 3, and you get the first digit of the millisecond. Subtract length by 2, and you get the 2nd digit. Subtract length by 1, you get the 3rd digit. There is no subtracting 0, it'll be blank. Combine those in order, and you get the current millisecond. Now if you join the current second with a dot in the middle and the current millisecond, you get the current second with milliseconds. Getting the current minute is a bit more complex. You can't just use seconds to get it. You'll have to use the days since 2000 sensing variable again. If you multiply days since 2000 by 1440 and limit it to 60 using the "mod" operator, you get the current minute. And all you have to do to get the current hour, is use the predefined current hour sensing variable, which takes account for your timezone unlike days since 2000 does, and add the current minute divided by 60. And that's how I created this. Using milliseconds is important for making this 100% smooth.