Timer
Timer actions work with PlayMaker's built-in Timer variable type. A Timer stores its own duration and state, so you can start it in one state and check it later in another.
This is handy for cooldowns, delays, temporary effects, and any countdown you want to keep as data instead of wiring everything through one waiting state.
Basic Workflow
- Create a Timer variable.
- Use Timer Start to start or restart it.
- Use Timer Check Done or Timer Get Info to monitor it.
- Use pause, resume, reset, or stop actions if your logic needs more control.
Actions
Start or restart a timer with a duration and optional realtime mode.
Check whether a timer has finished, with support for every-frame checking.
Read remaining time, elapsed time, progress, and state flags from a timer.
Pause a running timer.
Resume a paused timer.
Reset a timer without removing the variable.
Stop a timer and clear its started state.
Realtime vs Scaled Time
- By default, timers use scaled game time, so they are affected by
Time.timeScale. - Enable Use Realtime in Timer Start when the timer should keep counting even while the game is paused or slowed down.