Run actions after a delay in Unity3D.
This library has been battle-tested and hardened throughout numerous projects, including the award-winning Pitfall Planet.
Written by Alexander Biggs + Adam Robinson-Yu.
To get the latest release of UnityTimer, head over to the Releases page and download the Timer.unitypackage file from the latest release. Then if you have a Unity project open, you can open the .unitypackage file to install the scripts into your project.
Alternatively, if you like to live on the bleeding edge, add https://github.com/akbiggs/UnityTimer.git to your packages in Unity Package Manager. However, we do not guarantee this will give you a stable version.
The Unity Timer package provides the following method for creating timers:
/// <summary>/// Register a new timer that should fire an event after a certain amount of time/// has elapsed./// </summary>/// <param name="duration">The time to wait before the timer should fire, in seconds.</param>/// <param name="onComplete">An action to fire when the timer completes.</param>publicstaticTimerRegister(floatduration,ActiononComplete);The method is called like this:
// Log "Hello World" after five seconds.Timer.Register(5f,()=>Debug.Log("Hello World"));Out of the box, without this library, there are two main ways of handling timers in Unity:
- Use a coroutine with the WaitForSeconds method.
- Store the time that your timer started in a private variable (e.g.
startTime = Time.time), then check in an Update call ifTime.time - startTime >= timerDuration.
The first method is verbose, forcing you to refactor your code to use IEnumerator functions. Furthermore, it necessitates having access to a MonoBehaviour instance to start the coroutine, meaning that solution will not work in non-MonoBehaviour classes. Finally, there is no way to prevent WaitForSeconds from being affected by changes to the time scale.
The second method is error-prone, and hides away the actual game logic that you are trying to express.
This library alleviates both of these concerns, making it easy to add an easy-to-read, expressive timer to any class in your Unity project.
Make a timer repeat by setting isLooped to true.
// Call the player's jump method every two seconds.Timer.Register(2f,player.Jump,isLooped:true);Cancel a timer after calling it.
Timertimer;voidStart(){timer=Timer.Register(2f,()=>Debug.Log("You won't see this text if you press X."));}voidUpdate(){if(Input.GetKeyDown(KeyCode.X)){Timer.Cancel(timer);}}Measure time by realtimeSinceStartup instead of scaled game time by setting useRealTime to true.
// Let's say you pause your game by setting the timescale to 0.Time.timeScale=0f;// ...Then set useRealTime so this timer will still fire even though the game time isn't progressing.Timer.Register(1f,this.HandlePausedGameState,useRealTime:true);Attach the timer to a MonoBehaviour so that the timer is destroyed when the MonoBehaviour is.
Very often, a timer called from a MonoBehaviour will manipulate that behaviour's state. Thus, it is common practice to cancel the timer in the OnDestroy method of the MonoBehaviour. We've added a convenient extension method that attaches a Timer to a MonoBehaviour such that it will automatically cancel the timer when the MonoBehaviour is detected as null.
publicclassCoolMonoBehaviour:MonoBehaviour{voidStart(){// Use the AttachTimer extension method to create a timer that is destroyed when this// object is destroyed.this.AttachTimer(5f,()=>{// If this code runs after the object is destroyed, a null reference will be thrown,// which could corrupt game state.this.gameObject.transform.position=Vector3.zero;});}voidUpdate(){// This code could destroy the object at any time!if(Input.GetKeyDown(KeyCode.X)){GameObject.Destroy(this.gameObject);}}}Update a value gradually over time using the onUpdate callback.
// Change a color from white to red over the course of five seconds.Colorcolor=Color.white;floattransitionDuration=5f;Timer.Register(transitionDuration,onUpdate: secondsElapsed =>color.r=255*(secondsElapsed/transitionDuration),onComplete:()=>Debug.Log("Color is now red"));A number of other useful features are included!
- timer.Pause()
- timer.Resume()
- timer.GetTimeRemaining()
- timer.GetRatioComplete()
- timer.isDone
A test scene + script demoing all the features is included with the package in the Timer/Example folder.
- All timers are destroyed when changing scenes. This behaviour is typically desired, and it happens because timers are updated by a TimerController that is also destroyed when the scene changes. Note that as a result of this, creating a Timer when the scene is being closed, e.g. in an object's OnDestroy method, will result in a Unity error when the TimerController is spawned.

