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Question by Travis 2 · Nov 10, 2010 at 12:55 AM · fpsgundelay

How do I put a delay on a gunshot?

How do I put a delay on a gunshot script I have an if statement playing audio shooting a bullet and showing a one shot particle instance.

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Answer by GamezAtWork · Nov 10, 2010 at 01:04 AM

Perhaps try using the Invoke function? Or yield...

http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour.Invoke.html Regarding the Invoke function

http://unity3d.com/support/documentation/ScriptReference/index.Coroutines_26_Yield.html Explaining yield

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Answer by Jaap Kreijkamp · Nov 10, 2010 at 03:58 AM

Use coroutines! In C# you would get something like:

public AudioClip bulletSound; bool isFiring = false;

void Update() { // ... if (Input.GetButton("Fire1") && !isFiring) { StartCoroutine(COFire()); } // ... }

IEnumerator COFire() { isFiring = true; yield return new WaitForSeconds(0.1f); // trigger delay // create bullet and flash effect... yield return 0; // wait 1 frame // stop flash yield return new WaitForSeconds(0.05f); // wait 0.05seconds AudioSource.PlayClipAtPoint(bulletSound, transform.position); yield return new WaitForSeconds(0.1f); // extra delay before you can shoot again isFiring = false; }

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