Questions tagged [timer]
A way of measuring time intervals for the purposes of triggering an action after some elapsed time.
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How to detect when console system time was changed since the game was last run, without a net connection?
As an example of the behaviour I want to implement in my game, look at Bloons TD 5 on the PS4/PS5 and its Daily Chest Reward. If you disconnect the internet and change the date and time and play the ...
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How to pause or slow down/speed up Time.deltaTime when it is inside the Update() method?
My player is able to dive for a limited amount of seconds (let's say 10 seconds) while swimming. When he's not diving his breath gauge fills up again to a max of 10 seconds:
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Making a countdown time readout in Godot 3.1
I wrote this script to design countdown in my game:
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Timer for each level godot 3.1
I want to set a timer for each level of my game, so that when the player eats item number one, 10 seconds will be added to the time of that level, and when the player eats item number two, 5 seconds ...
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Cooldown in the new input system of unity
A few days ago I first used the new input system of unity for my game and I ran into a problem. So basically I cant seem to figure out how to implement cooldown in the new system. Either it just ...
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How do I implement a countdown timer for a multiplayer chess game?
There's a lot of multiplayer games out there that uses countdown timers to set a time limit in their game sessions, but how is it actually implemented?
For example, in a chess multiplayer game based ...
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Strategy browser game - Update tables on refresh
I am building a Travian clone for learning purposes using FastAPI for the backend. I want to update my current logged user tables whenever they are making a new request (such as loading a new page) ...
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Script not working on object in unity 2D
I was following a tutorial where the gameobject was to spawn randomly within the screen. The code I used is as follows.
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WebRTC - Protocols and Getting the Timing Right in a Racing Game
I am trying to work out the protocols to set up a game between 2 players and the ideas behind getting the timing right between those two players in a running race game. Since this is obviously a timed ...
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Solution for efficient time-keeping in Javascript games?
I'm developing a real-time browser roguelike using an ECS and currently I'm unsure of how to handle time. As of right now, whenever I need the current time, I just call ...
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Why does my spawner spawn multiple times at start-up, only in build?
I'm making a small game similar to Super Hexagon. I've recently asked a question about making the game harder as the player progresses by increasing the obstacles' spawn rate. I was able to implement ...
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How can I increase the spawn rate and speed after some time?
I'm working on a Super Hexagon-like game and the goal is to survive as long as possible. The game is working fine but I want to add a new feature that increases the spawn rate of the obstacles and ...
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Fixing the frame rate for SDL2 2D game
Working on a 2D game with SDL2, for now on Window, but I'd like to dream and imagine that if I finish it, I could run it on other platforms that SDL2 games can target. A core part of which is GGPO ...
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Timers: check in game loop, or run independently?
Specifically talking in the context of JavaScript game development.
For example, I can use the language specific timeout mechanism:
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How do I save my Highest Time for each level on playerprefs?
So I want to make hill climb wanna be game but have an issue with saving bestTime each level, the point is I want to save the best time for each level to ...
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Time-passed check with Pause functionality
I am working on a game that has a lot of time-passed checks of the following format. These work great, but there is a problem when the game is paused:
If paused for any meaningful amount of time, the ...
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Calling function every n second javascript game
I making a game and I want to call a function that runs every random second to spawn something every time. I've seen some posts that said to use the setInterval() ...
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Reacting to button holds of different durations for an anxiety game
I am working on an interactive game to aid with anxiety management.
In one of the gameplay options, the player has to press buttons for a certain amount of time. Only after the required time has ...
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How to make a countdown timer based on local time
I have a problem. In my GetTime.cs script, I am getting local time from an Android/iOS device, and simply assigning it to a Text component.
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Multiple events based on in-game timer?
I've been thinking about how Zelda: Majora's Mask manages all its character events during the day and thinking about the best way to implement this. Initially I thought of each character entity ...
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Proper way to handle timers at scale
At scale for multi-users, what is the proper way to implement timer updates?
I'm making a game where Users have buildings to upgrade which involve timers (Yes I know there are plenty of questions ...
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Phaser 3 - How to trigger an event every 1 second?
I have just started learning Phaser 3 and making a simple idle game, where you would gain x resources per second. What is the best/recommended way to do something like this?
The two main ways I have ...
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Why is the timer not calling the function?
I am trying to call a function every 30 seconds. I have used this before without issues so I'm not sure why it isn't working now. Any ideas? Has something changed in 4.24 maybe?
.h I have tried both ...
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Execute Timer Events of another Blueprint from the C++ UE4
I am having problem and it's about a week now that I still can't figure out how to get it right.
It seems that I can't run any functions from the blueprints that contain timers at all.
I have a ...
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Quake 1: frame timer
If you check Quake 1 source code (sys_linux.c), you can see something like this:
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Using a timer in conjunction with two push buttons from Arduino input
noob here
So I am using two push buttons (connected to an Arduino Uno) as an input to my game. The player has to push down both buttons at the same time for the character to move in the game. I want ...
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How do I blink a sprite a few times before it disappears?
I need the 3d poop emoji model in the chest on the right to blink, visible-invisible-visible, several times:
This is a 3d gameObject oriented to face the camera, shaded with an unlit material.
I ...
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Timed Events in a Unity WebGL game with a PHP / MySQL Server
I want to make an online WebGL game with Unity with button based interaction.
So far I have my login and registration system, with some tables in MySQL to deal with that kind of stuff.
Next I need ...
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Timer breaks after changing scenes
I am using this script below to move an animation in unity with no root-motion. It simply walks across the terrain.
I have timer attached also so the animation doesn't start to walk for 60 seconds. ...
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the countdown timer inside while loop not working [duplicate]
i am instantiating prefab cars ... the clones had a random countdown timer with each one off them and its working very well but the its not decreasing its not counting down the timer is inside the ...
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Use vsync event instead of a 16ms timer?
I found that in game development, most people set a timer that gets triggered every 16ms to do the rendering.
As an Android programmer, I'm familiar with the Choreographer. You set a callback that ...
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How to spawn enemies after a certain amount of time?
I wanted to spawn different enemies(meteors) after a certain amount of time this is the script that I tried doing but it's giving me an error. I'm still just a beginner and I don't if I did something ...
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Duplicate packets and termination of packets in multiplayer game
I'm making a multiplayer game (lazertag) with real hardware.
After hours of research, I'm choosing the UDP instead of the TCP protocol to exchange data.
Because of how unreliable UDP is and because ...
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Unity3d Pause RigidBody object, don't stop time
Time.timeScale = 0 obviously works to stop physics but it's also stoping my Invoke calls. How can I get around this to pause ...
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Unity C#: Accurate MachineGun Firerate at lower FPS
I have long accepted that my firerate will be more or less irregular and inaccurate. Now that I'm adding sound things are getting really ugly. My methods for getting the firerate are primitive and I ...
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Timer as part of a condition
I am using a sensor as the input to my game.
When a certain level of force is exerted on the sensor, for a certain amount of time, I want the next level to be reached.
How would I do this?
I have ...
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Time based events separate from the game loop
How can set up time elapsed based events separate from the game loop?
I want the character to heal over real time rather than per cycle of the game loop. How might i do that?
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Start timer when button pressed (what is wrong with my code?)
I want a timer to start when my rocket takes off and stop when it lands. Stopping works fine (using a collider and state-switching) but I can't get the timer to start when I press the boost button.
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Saving total play time could be fine?
I'm making a game that needs to save total played time into file (using JSON) for comparing & resolving data conflicts between local and cloud. I will override outdated one.
Currently, I'm just ...
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How to structure a game that continue even when closed?
I'm developing a Unity based game purely for fun but I'm stuck with a problem.
How can I implement a system that keep my game running even when is closed? I don't want to HAVE IT running when it's ...
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Is Time.deltaTime different on various devices?
Can someone say what is wrong with my code. I have custom timer implemented like this:
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To implement a game object that expires, should I store the start time and total, or store the remaining time?
Example:
There is a bomb (like in Counter Strike) which explodes after 45 seconds. Should I—
store the 45 seconds in a variable, and decrease it by the delta time at every update, or
store the time ...
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Prevent parent alarms to activate a child alarm event
I'm working on a small game using Gamemaker Studio 2 and I've noticed that my Parent o_enemy.Alarm[0] Is activating the Child ...
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Keep the timer counting after changing scenes
In my game you have 2 minutes to finish the whole game and after searching for an answer to my problem I think I should use DontDestroyOnLoad but I can't understand ...
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Precision timing in Unity3d
I am trying to implement a method which should be called each 10ms with a precision not less than 0.1ms (better 0.05ms). This method is very complex and it is generating sound samples which are placed ...
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Game time and pausing
I am writing a simple game where some things happen after some amount of time. I used simple time analog of the framework I use to schedule these events, however, I have found that I will not be able ...
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How to stop an anmation and a loop in relation to a timer? Phaser javascript
I am not ajavascript or phaser expert, I just got stuck with this problem.
I'll try to explain it.
In this game; is a 21 second timer in all this: which starts AFTER a beginning 3 second animatiton.
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Make timer for game to run for 2min
I'm trying to make a game using C++ (in Visual Studio 2015).
I want to make the game run for X minutes and then end.
I have a function play() that calls all other ...
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Fixed timestep updates with a variable timestep update
Many suggest that a game loop looks something like this. See:
http://gameprogrammingpatterns.com/game-loop.html
http://www.koonsolo.com/news/dewitters-gameloop/
https://gafferongames.com/post/...
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Accounting for drift between ticks
What are some solid techniques to account for the gap between processing time and frame update ticks? In other words, the game/render loop looks like this:
Some important points:
Tick timings are ...