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: 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

TimerProcessCallback

process_callback

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 TimerProcessCallback:

  • TIMER_PROCESS_PHYSICS = 0 --- Update the timer during the physics step at each frame (fixed framerate processing).

  • TIMER_PROCESS_IDLE = 1 --- Update the timer during the idle time at each frame.

Property Descriptions

Default

false

Setter

set_autostart(value)

Getter

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.


Default

false

Setter

set_one_shot(value)

Getter

is_one_shot()

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


Setter

set_paused(value)

Getter

is_paused()

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


Default

1

Setter

set_timer_process_callback(value)

Getter

get_timer_process_callback()

Processing callback. See TimerProcessCallback.


Getter

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.


Default

1.0

Setter

set_wait_time(value)

Getter

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_callback 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.

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.