Stop scattering coroutines and Invoke calls across your project. With Delayed, you get a centralized, deterministic scheduling layer that keeps your game logic clean, predictable, and debuggable.
No coroutines. No string-based Invoke. No hidden execution flow.
Four execution models:
- Time-Based Actions – schedule actions after delays or repeating intervals
- Frame-Based Actions – run tasks based on frame progression
- Condition-Based Actions – execute actions only when conditions are satisfied
- Immediate Actions – execute actions instantly with optional probability
In addition to the core action types, Delayed also provides:
- Event-Driven Execution – bind actions directly to events
- Context-Aware Execution – run logic depending on platform, build type and more
Unlike simple delay helpers, Delayed introduces:
- Chained Actions & Flow Control – build structured execution sequences
- OnComplete / OnCancel Callbacks – explicit lifecycle handling
- Progress-Driven Interpolation – interpolate values over time or frames
- Custom Execution Priority – set the execution order for events that run simultaneously
- Inspector Window – view and manage all delayed actions at runtime
Documentation