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.

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

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:

TimerProcessCallback TIMER_PROCESS_PHYSICS = 0

Update the timer during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).

TimerProcessCallback TIMER_PROCESS_IDLE = 1

Update the timer during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).


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.


TimerProcessCallback process_callback = 1

Processing callback. See TimerProcessCallback.