Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

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.")

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

float

time_left


Signals

timeout()

Emitted when the timer reaches 0.


Property Descriptions

float time_left

  • void set_time_left(value: float)

  • float get_time_left()

The time remaining (in seconds).


User-contributed notes

Please read the User-contributed notes policy before submitting a comment.