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Unity Engine


WaitForSeconds

Suspends the coroutine execution for the specified scaled time in seconds.
Read time 1 minuteLast updated 5 days ago

Definition

public sealed class WaitForSeconds : YieldInstruction

Remarks

WaitForSeconds can only be used with a
yield
statement in coroutines.
The real time suspended is equal to the given time divided by Time.timeScale. To wait using unscaled time, refer to WaitForSecondsRealtime.
The actual length of time waited might not match the time specified for the following reasons:
  • If you start
    WaitForSeconds
    with duration
    t
    in a long frame (for example, one which has a long operation which blocks the main thread such as some synchronous loading), the coroutine resumes
    t
    seconds after the end of the frame rather than
    t
    seconds after it was called.
  • The coroutine might resume on the first frame after
    t
    seconds has passed rather than immediately after
    t
    seconds has passed.
using UnityEngine;using System.Collections;public class WaitForSecondsExample : MonoBehaviour{ void Start() { //Start the coroutine we define below named ExampleCoroutine. StartCoroutine(ExampleCoroutine()); } IEnumerator ExampleCoroutine() { //Print the time of when the function is first called. Debug.Log("Started Coroutine at timestamp : " + Time.time); //yield on a new YieldInstruction that waits for 5 seconds. yield return new WaitForSeconds(5); //After we have waited 5 seconds print the time again. Debug.Log("Finished Coroutine at timestamp : " + Time.time); }}

Constructors

Constructor

Description

WaitForSeconds(System.Single)Suspends the coroutine execution for the given amount of seconds using scaled time.