close

Solved: How to Wait X Seconds Without Pausing Your Game

Introduction

Understanding the Problem

Have you ever been frustrated by a game that just freezes or locks up while waiting for something? Perhaps a character’s ability needs a cooldown, a game element needs to recharge, or maybe you need to simply delay an action. The desire to create dynamic, engaging gameplay is a core tenant for game developers, but sometimes, implementing these simple time-based functions can feel like a programming hurdle. Many new developers stumble into a common pitfall: using methods that unintentionally pause the game entirely. This can lead to a jarring experience for the player, breaking immersion and potentially ruining the game flow.

The good news? There’s a *solved* solution! This article explores how to elegantly manage waiting periods within your game *without* freezing the action. We’ll delve into the fundamental concepts, explore practical implementations across popular game engines, and examine advanced techniques for robust timer management. This guide will equip you with the knowledge to create responsive, engaging games where waiting is seamless and player experience is maximized.

What makes games great is that they have constant motion. Whether it is the animation of the character’s walk cycle, the slow crawl of a snake slithering across the screen, or the ticking of an explosion timer, the player needs to be aware of the time passing. Creating the illusion of time is key to maintaining player engagement. We’re focusing on techniques that maintain this illusion.

This guide will equip you with practical solutions, starting with a core understanding of the problems, and then moving into practical, easy-to-implement examples. By the end, you’ll be able to build sophisticated timers that power dynamic, exciting gameplay experiences in your own projects.

The Problem With Pausing

The Downside of Pausing

Understanding the pitfalls of pausing is the first step towards mastering non-pausing timers. Common methods like the now-deprecated `Thread.Sleep()` function (although technically applicable in some specific contexts) and the often-used `WaitForSeconds()` in certain contexts (often implemented by coroutines or similar methods in Unity) are often the culprits. These seemingly simple approaches create a significant bottleneck in the game loop, freezing all other processes.

What happens when you use a method that pauses? The results are almost always undesirable in a real-time interactive environment. The whole game grinds to a halt.

  • **Frozen Game States:** Input from the player is completely ignored. No movement, no button presses registered, no actions triggered. The screen effectively freezes, creating a clunky and unresponsive feel.
  • **Interrupted Logic:** Any concurrent processes (animations, AI behaviors, calculations) also get put on hold. This can disrupt timing-sensitive sequences and lead to inconsistent game behavior.
  • **Negative Player Experience:** A brief pause during a critical action like a boss attack or enemy movement can be frustrating. Prolonged pauses can become annoying and break the illusion of a dynamic game world. This contributes to a feeling of the game being unresponsive or even broken.

These pause-inducing functions are often convenient for basic experimentation, but their inherent limitations make them unsuitable for creating polished, player-friendly game mechanics. The aim should be to maintain a smooth, consistent frame rate, ensuring that the game responds immediately to player inputs and that all game logic continues to run in the background.

Understanding the Core Concepts

The Importance of Time

The solution lies in embracing a system where you track time independently of the game’s main loop. This is accomplished through a reliance on the game’s internal clock: the time that has passed since the start. The game will need to be able to understand when the timer is running, and when it has finished. This is the core tenet of the systems we will discuss.

A crucial building block in most game engines is the `Time.deltaTime` variable (or its equivalent). This value represents the time elapsed between the current frame and the previous frame. The variable is typically used every frame in the `Update()` loop and other time-based operations. By using it, you’re ensuring that your calculations are frame-rate independent. This means they’ll run smoothly regardless of the game’s frame rate. Whether the game is running at 30 frames per second or 120 frames per second, the timers will progress at the same speed. This prevents inconsistencies.

Here’s the fundamental approach:

  1. **Track the Elapsed Time:** Introduce a variable (typically a `float`) to represent the timer’s current value. This variable starts at zero, and increases with each frame, using `Time.deltaTime`.
  2. **Define a Target Duration:** Set a goal. This is the total amount of time you want to wait before an action occurs. You can define this as a variable, allowing it to be easily changed.
  3. **Comparison in the Game Loop:** Inside the game loop (`Update()` for instance), compare the current timer value to the target duration. The timer is running constantly, but nothing happens until the timer has hit the target.
  4. **Action Execution:** When the timer’s value exceeds the target duration, trigger the desired action (e.g., activate an ability, spawn an enemy, play an animation).

These steps form the foundation for creating *solved wait x seconds without pausing game* mechanics.

Implementation Examples

A. Unity

Creating the Base Script

Unity is one of the most popular game development engines, and for good reason. Its component-based design and ease of use makes it perfect for the beginner, and scalable for the professional. Building timers in Unity is incredibly straightforward. Here’s a practical example:

Create a new C# script in your Unity project. Let’s call it “SimpleTimer”.


using UnityEngine;

public class SimpleTimer : MonoBehaviour
{
    public float waitTime = 5f; // The desired wait time in seconds
    private float timer = 0f;

    void Update()
    {
        timer += Time.deltaTime; // Increment the timer with each frame

        if (timer >= waitTime)
        {
            // Perform action when the timer reaches the wait time
            Debug.Log("Timer has finished!");
            // You can now execute an action here, such as calling a function,
            // triggering an event, or resetting the timer.
            timer = 0f; // Reset the timer to start again (optional)
        }
    }
}

In this script, `waitTime` is a public variable that you can adjust in the Unity Editor, controlling the duration of the timer. The `timer` variable keeps track of the elapsed time. In the `Update()` function, the script increments `timer` by `Time.deltaTime` in each frame. The `if` statement checks if `timer` is greater than or equal to `waitTime`. If the timer’s duration has passed, then the script will print a simple message to the console. In your real game, this is where you would add the actions.

To use this script: Create a new GameObject in your Unity scene (e.g., “TimerObject”). Attach the “SimpleTimer” script to that GameObject. In the inspector, set the `waitTime` to the number of seconds you want the timer to run. When the game runs, the timer will count up and print the message to the console when the time is up.

Variations and Considerations

  • **Action Execution:** The “Debug.Log” line in the example can be replaced with any action. Call a function, change a value, activate an event. This timer can trigger anything.
  • **Resetting the Timer:** In this example, the timer resets after completing. The `timer = 0f;` line resets the counter.
  • **Timer Functionality:** You could set the timer with a specific action to be performed repeatedly, or only once.
  • **Multiple Timers:** You can use the approach on any number of GameObjects in the scene.

This foundation provides an efficient and flexible method for implementing time-based mechanics. This allows you to precisely control events and actions within your game.

B. Unreal Engine

Timers in Blueprints

Unreal Engine offers several methods to manage time-based operations, providing designers and programmers with versatile options.

Unreal Engine’s visual scripting system, Blueprints, provides an intuitive way to implement timers.

Here’s how you can create a simple timer in Blueprints:

  • **Create a Blueprint:** Create a new Blueprint class (Actor recommended for basic usage).
  • **Event Graph Setup:** Open the Event Graph in your Blueprint.
  • **Use the Set Timer by Event Node:** Search and add the “Set Timer by Event” node. This node allows you to specify the time, looping, and function to call.
  • **Time Value:** Set the “Time” input on the node to define the time to wait.
  • **Looping:** If the timer should repeat, check the “Looping” box.
  • **Bind an Event:** Create a custom event by right-clicking and selecting “Add Event.” Alternatively, use an existing event.
  • **Add Action:** Connect the event to the “Timer” node to have an action performed when the timer is complete.

This offers a visual way to build timers without writing any code. This is the most common approach to implementing timers in the engine.

Timers in C++

For more advanced scenarios or where code is required, C++ provides comprehensive control.

Here’s a basic example:


#include "TimerManager.h" // Include the Timer Manager header

// In your Actor class declaration:
// FTimerHandle TimerHandle;

// In your Actor class implementation:

void AMyActor::BeginPlay()
{
    Super::BeginPlay();

    // Set up a timer with the Timer Manager
    FTimerHandle TimerHandle;
    float TimeToWait = 5.0f; // Wait for 5 seconds
    FTimerDelegate TimerDelegate;
    TimerDelegate.BindUFunction(this, FName("MyTimerFunction"));

    GetWorldTimerManager().SetTimer(TimerHandle, TimerDelegate, TimeToWait, false);
}

void AMyActor::MyTimerFunction()
{
    // This function will be called after the timer expires
    UE_LOG(LogTemp, Warning, TEXT("Timer Expired!"));
}

In this example, we set up a timer in C++. The `SetTimer` function takes a few arguments: a `TimerHandle` (used to manage the timer), a `FTimerDelegate` (which calls the function to execute), the time to wait, and a boolean for looping. This approach provides full control.

Variations and Considerations

  • **Canceling Timers:** Use the `GetWorldTimerManager().ClearTimer()` function, along with the `TimerHandle` to stop a running timer before it finishes.
  • **Looped Timers:** The `bLooping` parameter in the `SetTimer()` function (Blueprints) controls if the timer should run repeatedly or only once.
  • **Passing Parameters:** C++ timers support the passing of parameters to the function being called, using the FTimerDelegate with various function bindings.
  • **Reliability:** Unreal Engine’s timer system is designed to be reliable.

Advanced Techniques & Considerations

Timer Pooling

When dealing with a large number of timers (for instance, in a game with many projectiles), you could consider implementing timer pooling. This means pre-allocating a set of timer objects to be reused. The benefit is that you can reduce memory allocation overhead. This is particularly relevant in Unreal, where object creation is more costly than in some other systems.

UI Synchronization

When using timers to drive UI elements (like countdowns), it’s essential to ensure that the UI updates in sync with the game’s logic. Always use `Time.deltaTime` to ensure smooth frame-rate-independent updates.

Timer Management

Design your code so you can easily handle numerous timers and organize them. Consider using a timer manager class that handles the creation, tracking, and removal of timers.

Error Handling

Add code to handle potential issues such as cases where wait times could be negative, and include debugging.

TimeScale Considerations

`Time.timeScale` can impact the speed of your timers. Setting `Time.timeScale` to 0 will pause the timers. To make the timers unaffected by the time scale, use `Time.realtimeSinceStartup` instead of `Time.time`.

Performance

Regularly review your timer implementation to ensure it isn’t causing performance issues. Optimize as needed.

Conclusion

Recap

Mastering non-pausing timers is a fundamental skill for game developers. You have now learned how to elegantly introduce time-based mechanics without disrupting the game flow. The techniques outlined here, from tracking elapsed time, calculating the differences, and utilizing the appropriate game engine features, allow you to create immersive experiences for players. By using these techniques you can ensure that you are creating the most performant game possible.

Remember the key takeaway: your game should always *feel* responsive and fluid. The implementation of these timer techniques will allow the developer to create the impression of complex interactivity. By using the engine functions, and ensuring that you are using the correct calls, you will be able to create dynamic content for your players to interact with. The use of these tools will have a beneficial effect on all aspects of your project.

Now it’s time to put this knowledge to use! Experiment with different approaches and adapt the techniques to suit your specific game development needs. The possibilities are endless.

Additional Resources

For further information, consult the official documentation for your game engine of choice. For example:

  • **Unity Documentation:** Check the Unity Scripting Reference for `Time.deltaTime`, `Time.time`, `Time.realtimeSinceStartup`, and the documentation on Coroutines for some helpful information.
  • **Unreal Engine Documentation:** The Unreal Engine documentation contains extensive information on Blueprints, timers, the Timer Manager, and related topics in C++.

Also, search for tutorials on YouTube and other platforms to see real-world examples and learn from the experiences of other game developers.

Finally, share your experiences! Ask questions, and engage with other developers in online communities or forums. The more you experiment and learn, the more capable you will become.

Leave a Comment

Your email address will not be published. Required fields are marked *

Scroll to Top
close