Skip to content

Instantly share code, notes, and snippets.

@kurtdekker
Last active March 22, 2024 07:11
Show Gist options
  • Star 3 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save kurtdekker/0da9a9721c15bd3af1d2ced0a367e24e to your computer and use it in GitHub Desktop.
Save kurtdekker/0da9a9721c15bd3af1d2ced0a367e24e to your computer and use it in GitHub Desktop.
Call After Delay - handy Unity3D coroutine to do something later
using UnityEngine;
using System.Collections;
public class CallAfterDelay : MonoBehaviour
{
float delay;
System.Action action;
// Will never call this frame, always the next frame at the earliest
public static CallAfterDelay Create( float delay, System.Action action)
{
CallAfterDelay cad = new GameObject("CallAfterDelay").AddComponent<CallAfterDelay>();
cad.delay = delay;
cad.action = action;
return cad;
}
float age;
void Update()
{
if (age > delay)
{
action();
Destroy ( gameObject);
}
}
void LateUpdate()
{
age += Time.deltaTime;
}
}
@kurtdekker
Copy link
Author

Use CallAfterDelay to cause something to happen later in Unity3D.

For instance:

CallAfterDelay.Create( 2.0f, () => {
Debug.Log( "This is two seconds later.");
});

To make it survive from scene to scene, simply set the returned reference as DontDestroyOnLoad(), like so:

DontDestroyOnLoad( CallAfterDelay.Create( 2.0f, () => {
Debug.Log( "This is two seconds later and survives scene changes.");
}));

@kurtdekker
Copy link
Author

Specific use of playing a button sound and waiting for the sound to finish, then moving on:

AudioSource.PlayOneShot( ButtonAudioClip);
CallAfterDelay.Create( ButtonAudioClip.length, () => {
UnityEngine.SceneManagement.SceneManager.LoadScene( "MyNextScene");
});

Warning: you may want to disable the button too, otherwise the user can spam the sound.

@kurtdekker
Copy link
Author

If you want a CallAfterDelay instance to die at the same time as the rest of your scene, so you don't get null references if you change scenes while one of these is pending, I find the easiest way is to parent the CallAfterDelay instance to the script where you call it from, something like this:

CallAfterDelay.Create( 2.0f, () => {
myButton.interactive = true;
}).transform.SetParent( myButton.transform);

That will set myButton to interactive in 2 seconds, but if you change scenes (or destroy myButton) before then, it avoids firing a pesky missing / destroyed reference.

@omundy
Copy link

omundy commented Jun 18, 2022

@kurtdekker I'm curious why you changed from coroutine to the current method?

@ysftulek
Copy link

@omundy @kurtdekker I'm also wondering the same thing. You can have the same behaviour with Coroutines. Callbacks from Update + LateUpdate might be slower too compared to the pure boolean comparison of Coroutine in Update (I suppose it's running in Update, although I'm not sure).

@gakkossphynx
Copy link

why not coroutine ?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment