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SceneTreeTimer¶
Inherits: RefCounted < Object
One-shot timer.
Description¶
A one-shot timer managed by the scene tree, which emits timeout on completion. See also SceneTree.create_timer.
As opposed to Timer, it does not require the instantiation of a node. Commonly used to create a one-shot delay timer as in the following example:
func some_function():
print("Timer started.")
await get_tree().create_timer(1.0).timeout
print("Timer ended.")
public async Task SomeFunction()
{
GD.Print("Timer started.");
await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
GD.Print("Timer ended.");
}
The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See RefCounted.
Note: The timer is processed after all of the nodes in the current frame, i.e. node's Node._process method would be called before the timer (or Node._physics_process if process_in_physics
in SceneTree.create_timer has been set to true
).
Properties¶
Signals¶
timeout() 🔗
Emitted when the timer reaches 0.
Property Descriptions¶
The time remaining (in seconds).