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Question by matthewosb003 · Jan 06, 2020 at 04:42 PM · timertime.deltatimetime.timescale

Countdown timer using Time.unscaledDeltaTime not working as expected.

alt text As you can see in the image, The number is printing but the value is never decreasing only staying at 4.986... Simply, I am trying to make a countdown I've looked through many other unity answer posts and answers all showing the same/similar format to what I'm doing, I feel I'm simply missing something but can someone help my issue, Thanks (-:

     private void Update()
     {
         if (Input.GetMouseButtonDown(0) && startText.gameObject.active)
         {
             startText.gameObject.SetActive(false);
             startTimer = true;
         }

         float countTime = 5f;
         float timeTarget = 0f;
         countTime -= Time.unscaledDeltaTime;
         if (countTime > timeTarget && startTimer)
         {
             Debug.Log(Time.unscaledDeltaTime);
             counterText.gameObject.SetActive(true);
             counterText.text = countTime.ToString("f1");
         }
         else if (countTime <= 0f)
         {
             Time.timeScale = 1.0f;
             PlayerMove.canJump = true;
             ObjectMove.gameActive = true;
         }
     }


Oh and, The time.timescale is set to "0.0f" in the start void as I don't want anything to start moving until the user wants them to hence why I'm using time.unscaledDeltaTime :-3

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Answer by matthewosb003 · Jan 06, 2020 at 05:03 PM

After realising how to have a functioning brain, and taking about 2 hours to realise this is an update function I removed the two floats as, well Obviously they were being set to default value every frame... Well done me for being a bit dumb.

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