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 void SomeFunction() { GD.Print("Timer started."); await ToSignal(GetTree().CreateTimer(1.0f), "timeout"); GD.Print("Timer ended."); } [/csharp] [/codeblocks] The timer will be automatically freed after its time elapses, so be aware that any reference you might have kept to it will become invalid. The time remaining (in seconds). Emitted when the timer reaches 0.