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Question by oliver-jones · Jan 23, 2012 at 12:09 AM · timeframeincreasesecondsdecrease

Increase/Decrease Over Time, Not Frames

Hello,

Just to clear things up, I want to know an easy way to increase, or decrease a value over time (seconds) as apposed to the frame.

So normally, if I wanted to increase a value, I would just do value++ in the update, which increases the value every frame. What about every second? Is there an easy way to do that within an update?

Thanks

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Answer by syclamoth · Jan 23, 2012 at 12:18 AM

There is a simple value that translates between seconds and frames. If you want to increment a floating-point number evenly over time, you can use

 number += Time.deltaTime;

Over one second it will increase by one.

However, if you want to increment an int exactly once a second, you can use a coroutine:

 int incrementThis = 0;

 IEnumerator NumberIncrementer(ref int number)
 {
     while(true)
     {
         yield return new WaitForSeconds(1);
         number++;
     }
 }

 void Start()
 {
     StartCoroutine(NumberIncrementer(ref incrementThis));
 }

 void Update()
 {
     Debug.Log(incrementThis);
 }

This way it will increment the number exactly once a frame.

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avatar image Eric5h5 · Jan 23, 2012 at 12:23 AM 0
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InvokeRepeating would be simpler, and slightly more accurate and efficient.

avatar image oliver-jones · Jan 23, 2012 at 12:31 AM 0
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@Eric5h5 - Can InvokeRepeating be placed in an Update?

avatar image Eric5h5 · Jan 23, 2012 at 01:46 AM 0
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The point of InvokeRepeating is that it's not Update, it repeats at given intervals.

avatar image syclamoth · Jan 23, 2012 at 02:39 AM 0
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InvokeRepeating needs to use string reflection to get a method name, and you can't pass paramaters into the method in question. It is a little less versatile because of this.

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