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Question by IKilledKenny_2 · Aug 11, 2015 at 02:28 AM · javascriptcollisiontimertags

Easiest way to create a timer?

Hello unity3D.I have a question about timers?What is the easiest way to create a timer in javascript?For example,my characters does this kind of move that makes the camera move to another position and i need a timer because i want the camera to go back to the starting point whenever there is no collision happening more than 2 secs.if anyone knows how i can do this?Can you please tell me how?

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avatar image DwaynePritchett · Aug 11, 2015 at 03:06 AM 1
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Generally, I just make a float and set it equal to the time I want in seconds. And, during update, subtract Time.deltaTime until the float is equal to or less than 0.

 float timerTime = 2.0f;
 bool timerSet = true;
 void Start(){
 
 }
 
 Update(){
 if(timerTime <= 0 && timerSet){
    timerSet = false;
    //Do something
 }else{
 timerTime -= Time.deltaTime;
 }
 }

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Answer by nullgobz · Aug 11, 2015 at 02:41 AM

Untested, just set timerActive to true to start timer again.

 var time : float;
 var timer : float;
 var timerActive : bool;
 
 void Start()
 {
    timerActive = true;
    time = 2.0;
 }
 
 void Update()
 {
    timer += Time.deltaTime;
 
    if(timer >= time && timerActive)
    {
       //Move Camera
       timerActive = false;
       timer = 0.0;
    }
 }
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Answer by Skflowne · Aug 11, 2015 at 03:52 AM

You could use a coroutine like so :

 IEnumerator DoAfterTime(float time){
     yield return new WaitForSeconds(time);
 
     // do something after time
 }
 
 void StartTimer(){
     StartCoroutine(DoAfterTime(2f));
 }

I guess this could be improved further by passing a callback function to the coroutine and calling it in place of "do something"

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avatar image allenallenallen · Aug 11, 2015 at 08:12 AM 1
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This solution unfortunately won't work for OP's situation because the timer cant't be stopped and reset midway. If a collision happens within 2 seconds, the IEnumerator will continue running.

avatar image Mikilo · Aug 11, 2015 at 08:50 AM 0
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Who says that the timer can't be stopped? The only subject of this coroutine is to be a timer, thus a StopCoroutine will stop it. There is no hard work on relaunching a new one rightafter.

And by the way, from my point of view and many others, this way of playing with time is more efficient. No call to Update is always a good point.

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