Timer

Inherits: Node < Object

A countdown timer.

Description

Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or "one-shot" mode.

Note: Timers are affected by Engine.time_scale, a higher scale means quicker timeouts, and vice versa.

Note: To create a one-shot timer without instantiating a node, use SceneTree.create_timer.

Tutorials

Properties

bool

autostart

false

bool

one_shot

false

bool

paused

TimerProcessMode

process_mode

1

float

time_left

float

wait_time

1.0

Methods

bool

is_stopped ( ) const

void

start ( float time_sec=-1 )

void

stop ( )


Signals

timeout ( )

Emitted when the timer reaches 0.


Enumerations

enum TimerProcessMode:

TimerProcessMode TIMER_PROCESS_PHYSICS = 0

Update the timer during the physics step at each frame (fixed framerate processing).

TimerProcessMode TIMER_PROCESS_IDLE = 1

Update the timer during the idle time at each frame.


Property Descriptions

bool autostart = false

  • void set_autostart ( bool value )

  • bool has_autostart ( )

If true, the timer will automatically start when entering the scene tree.

Note: This property is automatically set to false after the timer enters the scene tree and starts.


bool one_shot = false

  • void set_one_shot ( bool value )

  • bool is_one_shot ( )

If true, the timer will stop when reaching 0. If false, it will restart.


bool paused

  • void set_paused ( bool value )

  • bool is_paused ( )

If true, the timer is paused and will not process until it is unpaused again, even if start is called.


TimerProcessMode process_mode = 1

Processing mode. See TimerProcessMode.


float time_left

  • float get_time_left ( )

The timer's remaining time in seconds. Returns 0 if the timer is inactive.

Note: You cannot set this value. To change the timer's remaining time, use start.


float wait_time = 1.0

  • void set_wait_time ( float value )

  • float get_wait_time ( )

The wait time in seconds.

Note: Timers can only emit once per rendered frame at most (or once per physics frame if process_mode is TIMER_PROCESS_PHYSICS). This means very low wait times (lower than 0.05 seconds) will behave in significantly different ways depending on the rendered framerate. For very low wait times, it is recommended to use a process loop in a script instead of using a Timer node. Timers are affected by Engine.time_scale, a higher scale means quicker timeouts, and vice versa.


Method Descriptions

bool is_stopped ( ) const

Returns true if the timer is stopped.


void start ( float time_sec=-1 )

Starts the timer. Sets wait_time to time_sec if time_sec > 0. This also resets the remaining time to wait_time.

Note: This method will not resume a paused timer. See paused.


void stop ( )

Stops the timer.