![]() Unity hides the ticks a bit to make it easier to programm, but they are there. Instead of seconds, you count ticks - with a known ticks/second figure. Instead of using timers, you count ticks. ![]() "Realtime" games are just games with a lot of turns, that do not wait for user input. What you want sounds like Prince of Persia: The Sands of Times rewind mechanic. It’s a very awesome plugin that allows you to create delays using not just time but also conditions.ĭisclosure: This article may contain affiliate links, which means we may receive a commission if you click a link and purchase something that we have recommended.I am not 100% certain for unity, but generally in games you do not use timers for games. If you’re looking for more than just coroutines and delays, try Delay, Invoke, Repeat. Making delays in Unity can be a tedious task but with coroutines and invoke, we do hope that you are able to create the delay function that meets the requirement of your game. If you try the script above, you should have the following output. With this, you have much control over what is happening in your game. If (t = 3f) Debug.Log("We reached 3 seconds!") Then the coroutine will proceed counting until it reaches 0 seconds. 5… 4… and after reaching 3 seconds, you execute a function. When you run the game, the coroutine starts counting. You create a coroutine and it waits for 5 seconds. You call Invoke function and it will wait a couple of seconds and it’s done.īut with Coroutines, you are able to manipulate each second that passes inside the coroutine. However, if we talk about maintainability, Invoke is not as maintainable as coroutines. Now that we have learned the two ways how to create delay functions in Unity, let’s talk about which one is better to use and which one is not. If you run the game, you should be able to see the very same result as the previous one. ![]() Unfortunately, Invoke is not maintainable as coroutines and so if you are making a complex scenario where you need to each second, we suggest going for coroutines instead of Invoke. Open the same C# script and copy the following code: using System.Collections The answer is actually very simple and shorter compared to the previous one. Now, we are able to create a delay using coroutines, but how can we do it without using coroutines? You should be able to see its color change after 3 seconds. If you save this script and apply this script to a game object like a cube. So for example, we have a value of 3f in our _time variable, the function will stop for only 3 seconds.Īfter waiting, we then change the color of the cube to red. Next, we created the IEnumerator function and gave it a float parameter which we’re going to use for the WaitForSeconds() function as the time for waiting. Note that you can also pass the name of the IEnumerator function as a string argument for StartCoroutine() like this: StartCoroutine( "ChangeColor") Code language: JavaScript ( javascript ) Then, right inside the Start() function, we used the GetComponent to get the renderer component from the game object that is attached to this script.Īfter getting the component, we used the StartCoroutine() function to trigger the WaitForSeconds() function. Start is called before the first frame updateįor this code, we first created a Renderer variable. ![]() Public class ChangeColorAfterDelay : MonoBehaviour So with that said, let’s create a new C# script, name it ChangeColorAfterDelay.cs and copy the following code using System.Collections Once you have created the function, you will then need to use the StartCoroutine() function to trigger your IEnumarator function. With this, you will be able to use the yield statement and the WaitForSeconds() function to stop your script for a certain period of time. Now how does a coroutine works in Unity?Ī coroutine works by using an IEnumerator function. Meaning that anything after the coroutine will not be executed unless the coroutine is done processing. What is a coroutine?Īccording to Unity’s official documentation, a coroutine is a function that has the ability to stop or pause an execution. ![]() One of the easiest ways to create a delay is by using a coroutine. So open your Unity, create a new Scene, and add a new 3D game object like Cube. For this tutorial, we don’t need to use that many game objects but we do need at least one cube for testing the following script. ![]()
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