Suspends the coroutine execution for the given amount of seconds using scaled time.
The actual time suspended is equal to the given time multiplied by Time.timeScale.
See WaitForSecondsRealtime if you wish to wait using unscaled time.
WaitForSeconds can only be used with a yield
statement in coroutines.
Note: There are some factors which can mean the actual amount of time waited does not precisely match the amount of time specified.
- WaitForSeconds starts waiting at the end
of the current frame. So, if you start a WaitForSeconds with duration 't' in a very long frame (for example, one which has a long operation which blocks the main thread such as some synchronous loading), the coroutine will return 't' seconds after
the end of the frame, not 't' seconds after it was called.
- WaitForSeconds will allow the coroutine to resume on the first frame after 't' seconds has passed, not exactly after 't' seconds has passed.
using UnityEngine; using System.Collections;
public class WaitForSecondsExample : MonoBehaviour { void Start() { StartCoroutine(Example()); }
IEnumerator Example() { print(Time.time); yield return new WaitForSeconds(5); print(Time.time); } }
See Also: MonoBehaviour.StartCoroutine, AsyncOperation, WaitForEndOfFrame, WaitForFixedUpdate, WaitForSecondsRealtime, WaitUntil, WaitWhile.
WaitForSeconds | Creates a yield instruction to wait for a given number of seconds using scaled time. |