One-shot timer. A one-shot timer managed by the scene tree, which emits [signal timeout] on completion. See also [method SceneTree.create_timer]. As opposed to [Timer], it does not require the instantiation of a node. Commonly used to create a one-shot delay timer as in the following example: [codeblocks] [gdscript] func some_function(): print("Timer started.") await get_tree().create_timer(1.0).timeout print("Timer ended.") [/gdscript] [csharp] public async Task SomeFunction() { GD.Print("Timer started."); await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout); GD.Print("Timer ended."); } [/csharp] [/codeblocks] The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See [RefCounted]. [b]Note:[/b] The timer is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the timer (or [method Node._physics_process] if [code]process_in_physics[/code] in [method SceneTree.create_timer] has been set to [code]true[/code]). The time remaining (in seconds). Emitted when the timer reaches 0.