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Countdown timer using Time.unscaledDeltaTime not working as expected.
 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 (-:
 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
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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