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# Timer

Schedule one-shot or repeating scene-clock callbacks.

[Feature status and language/platform compatibility](https://rustic-game-engine.pages.dev/markdown/reference/compatibility.md)

Choose an API to see its signature, parameters, examples and behavior.

## APIs

- [Timer.after()](https://rustic-game-engine.pages.dev/markdown/api/timer/after.md)
- [Timer.every()](https://rustic-game-engine.pages.dev/markdown/api/timer/every.md)

## Module guide

## Setup and language support

These engine-owned services work in Lua 5.4, Luau, JavaScript, Python, C, C++, C#, Java, PHP, and HTML inline JavaScript. Follow [Use gameplay actions](https://rustic-game-engine.pages.dev/markdown/guides/gameplay-actions.md) to create and attach a script, install external toolchains, and choose the correct language binding. PHP and HTML scripts belong under `ui/`; CSS alone runs no gameplay code.

The Calls section uses JavaScript signatures. The function examples below include native syntax for all ten script types, including SDK-specific alternatives and limitations. Attach a JavaScript Object Component script to the specified target and press **Play**. Globals are supplied by the engine. Schedule actions from `Start` or a callback, rather than at script top level. Native languages use typed options and their own builder conventions; see the guide's language bindings.

## Parameters

Delay is finite non-negative seconds. Interval is positive finite seconds. Optional count is a positive integer; omit it for indefinite repetition. In C, count 0 means indefinite repetition. Callbacks take no timer argument.

## Return and timing

Both return pausable, resumable, cancellable operation handles. Deliveries are queued during Update; they do not block the scripting runtime.

## Behavior and limitations

- The Console prints four ticks at half-second intervals, delayed at two seconds, and timer finished on repeat completion.
- Large frames preserve leftover time and can deliver multiple ticks. Keep callbacks short and within the runtime budget.
- Clock scaling and pause affect timers. Cancel prevents future delivery and does not invoke onFinished.
- Zero-duration infinite loops are rejected or fail within a bounded scheduler step budget.
- Check script attachment, enabled state and the Console when an operation fails. Asynchronous errors also appear in operation state. Callback exceptions disable the owner and clean up its actions.
- Owner destruction, disable, successful reload or Stop cleans up owned actions and subscriptions. Failed reload retains the previous behavior's operations. See [Operation handles](https://rustic-game-engine.pages.dev/markdown/api/operation-handles.md) for controls and lifetime details.
