How to run some code in Unity3D after every x seconds?

How to run some code in Unity3D after every x seconds?

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How to run some code in Unity3D after every x seconds?
Tag : unity3d , By : AJacques
Date : November 26 2020, 01:01 AM

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VBA Macro On Timer style to run code every set number of seconds, i.e. 120 seconds

Tag : excel , By : KaoFloppy
Date : March 29 2020, 07:55 AM
may help you . I have a need to run a piece of code every 120 seconds. I am looking for an easy way to do this in VBA. I know that it would be possible to get the timer value from the Auto_Open event to prevent having to use a magic number, but I can't quite get how to fire off a timer to get something to run every 120 seconds. , When the workbook first opens, execute this code:
alertTime = Now + TimeValue("00:02:00")
Application.OnTime alertTime, "EventMacro"
Public Sub EventMacro()
    '... Execute your actions here'
    alertTime = Now + TimeValue("00:02:00")
    Application.OnTime alertTime, "EventMacro"
End Sub

Execute code every 10 seconds but start on 0 seconds too

Tag : javascript , By : browe
Date : March 29 2020, 07:55 AM
this one helps. I want to execute code every 10 seconds, but also on page load. I mean I want the code to execute when the page loads initially then every 10 seconds. The following code only executes the code initially after 10 seconds. , You can do this :
   var f = function() {
     // do something
   window.setInterval(f, 10000);

Execute (javascript) code every 10 seconds but start on 0 seconds too

Tag : javascript , By : Ivan Belov
Date : March 29 2020, 07:55 AM
To fix this issue I want to execute code every 10 seconds, but after first click. I mean I want the code to execute when a visitor clicks anywhere on the page in the beginning and then every 10 seconds. , Do you mean something like this:
function doSomething() {
    window.open('google.com', 'poppage', 'toolbars=0, scrollbars=1, location=0, statusbars=0, menubars=0, resizable=1, width=950, height=650, left = 5, top = 5');
document.body.onclick=function() {
    document.body.onclick = null; // Disable the onclick
    setInterval(doSomething, 10000);
setInterval(function() { doSomething(); }, 10000);
var intervalCounter = 0, intervalId = 0;
var intervalDelay = 10000; // Time in milliseconds
var popupWindow = null, popupWindowURL = "http://www.google.com";
var urlIndex = 0;
var urlList = [
function refreshPopup() {
    if (popupWindow && !popupWindow.closed) {
        //popupWindow.location.reload(); // Some browsers may not allow this
        popupWindow.location.href = popupWindowURL;
    if (intervalId && (++intervalCounter) > 5) {
        intervalCounter = 0;
// User clicked on the page somewhere
document.body.onclick=function() {
    // If no popup window exists, then create it
    if (!popupWindow || popupWindow.closed) {
        urlIndex = urlIndex < urlList.length ? urlIndex : 0;
        popupWindowURL = urlList[urlIndex]
        popupWindow = window.open(popupWindowURL, 'poppage', 'toolbars=0, scrollbars=1, location=0, statusbars=0, menubars=0, resizable=1, width=950, height=650, left = 5, top = 5');
    intervalId = setInterval(refreshPopup, intervalDelay); //

Unity3d : object set to invisible for seconds

Tag : chash , By : nickthecook
Date : March 29 2020, 07:55 AM
With these it helps That's because you have StartCoroutine in Update method, which is fired every frame. So, you start a new coroutine every frame, and you have hundreds of coroutines running at the same time.

Displaying text messages from array in after delay of 3 seconds in unity3d

Tag : unity3d , By : Nickolas
Date : March 29 2020, 07:55 AM
like below fixes the issue
It's a simple logic error. You start three coroutines at same time, so the Message will be set to the last one.
IEnumerator showMessage( string[] msgs /*, firstTime, secondTime */ )
    // Here for keeping to display the start message.
    yield return new WaitForSeconds(firstTime);

    for ( int i = 0; i < msgs.Length; i++ )
        // Set Message Expressions

        // Here for keeping to display the previous message
        yield return new WaitForSeconds(secondTime);
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