Time delay C# unity
void start()
StartCoroutine(Text());
IEnumerator Text() // <- its a standalone method
{
Debug.Log("Hello")
yield return new WaitForSeconds(3)
Debug.Log("ByeBye")
}
Time delay C# unity
void start()
StartCoroutine(Text());
IEnumerator Text() // <- its a standalone method
{
Debug.Log("Hello")
yield return new WaitForSeconds(3)
Debug.Log("ByeBye")
}
wait for seconds unity
//In the example below the script will right "Hello" and 3 seconds later write "Goodbye" in the console
Start()
{
//Call the function Example()
StartCoroutine(Example());
}
Example()
{
Debug.Log("Hello");
//wait 3 seconds
yield return new WaitForSeconds(3);
Debug.Log("Goodbye");
}
unity wait for seconds
void start() => StartCoroutine(MyIEnumerator());
IEnumerator MyIEnumerator()
{
Debug.Log("Hello world!");
yield return new WaitForSeconds(3);
Debug.Log("Goodbye world!");
}
wait for a second unity
void Start()
{
//Start the coroutine we define below named ExampleCoroutine.
StartCoroutine(ExampleCoroutine());
}
IEnumerator ExampleCoroutine()
{
//Print the time of when the function is first called.
Debug.Log("Started Coroutine at timestamp : " + Time.time);
//yield on a new YieldInstruction that waits for 5 seconds.
yield return new WaitForSeconds(5);
//After we have waited 5 seconds print the time again.
Debug.Log("Finished Coroutine at timestamp : " + Time.time);
}
wait time in unity
using System.Collections;
private void Start()
{
StartCoroutine(Wait());
}
IEnumerator Wait()
{
//To wait, type this:
//Stuff before waiting
yield return new WaitForSeconds(/*number of seconds*/);
//Stuff after waiting.
}
unity do task every x seconds
private float nextActionTime = 0.0f;
public float period = 0.1f;
void Update () {
if (Time.time > nextActionTime ) {
nextActionTime += period;
// execute block of code here
}
}
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