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I'm assuming you have paintComponent() already set up. You just need to use java.util.Timer and java.util.TimerTask. Timer is a class that runs a method implemented in TimerTask after a delay. TimerTask is an abstract class that allows you to implement the method that Timer runs. The function that Timer runs is TimerTask's run(). In TimerTask's run(), you ...


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I found out that objects can be killed with body.lifespan Adding the line bullet.lifespan = 1000; in my fire() function fixed the problem


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[DMGregory Rightly said but additionally] As you said you are loading the new scene then, you should not need to destroy the gameobject. If you are willing pause the game then, i will recommend you timeScale When timeScale is set to zero the game is basically paused if all your functions are frame rate independent. Your should look like this void ...


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You are destroying the GameObject on which this script is running as soon as it collides with an enemy. (Destroy (gameObject);) That means it can't wait 3 seconds before loading the next scene - in 3 seconds' time, it will no longer exist and so it can't run any scripts at all! You'll want to either delay the object's destruction until after the delay, or ...


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I suggest you use Invoke. It's pretty simple, and the documentation is pretty clear, too. http://docs.unity3d.com/ScriptReference/MonoBehaviour.Invoke.html



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