
This is because time is subtracted in chunks, equivalent to the duration of the last frame. This is because the remaining time will almost always be a negative number when the timer stops. You may also notice that, when the timer ends, I’ve manually set timeRemaining to zero. Remember to lock the timer to zero when it ends It also means that the final action, which is triggered when the timer reaches zero, only fires once. This is useful because it allows you to manually control when the timer starts (by setting timerIsRunning to true). In scripting it looks like this: using System.Collections
#TIMER CLOCK WITH SECONDS CODE#
Once the timer has ended you probably only want to trigger a final action once.īy adding a boolean variable, timerIsRunning, and by wrapping all of the timer’s code inside of an if statement it will only execute it when the timer should be running. This means that whatever action that gets triggered when the timer reaches zero will also be triggered every frame afterwards. There’s just one problem with this method.Īs soon as the timer runs out, the else condition will continue to be true, every frame. The easiest way to do this is with an else condition. There’s no point in having a countdown if nothing happens at the end of it! In the previous example, I used the time remaining to check to see if the timer should still be running or not.īut what if you want to trigger an action when the timer runs out?įor example, you might want to end the game or make the time display flash etc.
#TIMER CLOCK WITH SECONDS HOW TO#
How to trigger an action when the countdown is finished


So long as there is time to count down, the timer will run.Ĭhances are if you’re making a countdown timer, you probably want something to happen when the timer actually reaches zero. This is the basic method for creating a timer in Unity. The method for making a basic countdown timer in Unity is simple.Ĭreate a float variable to store the amount of time remaining and, every frame, subtract the duration of the previous frame (the delta time) from that amount.

#TIMER CLOCK WITH SECONDS FULL#
Or, you can continue below for the full written article instead. I recently made a video of this article, which shows you everything you need to know about making a Countdown Timer in Unity. How to make a timer in Unity (using ltaTime) Time display with milliseconds included.Display time in text in Unity (using String.Format).How to convert a time value to minutes and seconds in Unity.Trigger an action when the countdown is finished.How to make a timer in Unity (using ltaTime).In this post, I’ll show you exactly how to do just that, step by step: While simple to do, there are a few extra steps to remember when making a countdown timer that looks and works exactly as you expect it to. Finally, use FloorToInt to round each value down and string.Format to display them together correctly in a text field. Do this by dividing the float time by 60 to get the minutes and use the modulo operation (time % 60) to get the seconds. To then display the float time value in minutes and seconds, both values need to be calculated individually. Making a countdown timer in Unity involves storing a float time value and subtracting the duration of the last frame (the delta time) every frame to make it count down. What’s the right way to make and display a countdown timer in Unity? We’ve all seen a time display before, so it’s easy to spot if something looks wrong.Īnd, while there are many methods for displaying a countdown timer, some of them work better than others. However, while the method of creating a timer and counting it down accurately is quite straightforward Actually displaying a time value in minutes and seconds can be surprisingly tricky. A countdown timer is an incredibly common mechanism in game design.
