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]. The time remaining (in seconds). Emitted when the timer reaches 0.