Delay
Passes a pulse on after a set number of seconds — the timing of a fuse, a door that closes later, a cooldown.
Output: event (a pulse, seconds after the trigger)
Inputs
| Handle | Type | Meaning |
|---|---|---|
| trigger | event | starts the wait |
| cancel | event | drops a pulse that is still waiting |
| seconds | number | overrides the card slider when wired |
Parameters
| Parameter | Default | Options |
|---|---|---|
| seconds | 1 | 0 to 60 on the slider; how long to wait |
| pulse | 0.3 | how long the output pulse lasts, in seconds (in the ⓘ Params tab, not on the card) |
How it behaves
- Only the newest trigger counts. A trigger that arrives while the Delay is still waiting starts the wait again from
the new trigger; the earlier pulse never comes out. A stream of triggers faster than
secondstherefore produces nothing until it stops — then one pulse,secondsafter the last one. - Cancel drops the waiting pulse if it arrives at the same moment as the trigger or after it. A cancel before the trigger is history and does not stop it — cancel, then trigger, still fires.
- The fire time is worked out, not scheduled. Each player computes "trigger time + seconds" on the shared clock from
the one trigger every player received, so the pulse comes out at the same moment everywhere and nothing extra is
sent. Changing
seconds(or what is wired into it) while a pulse is waiting moves that pulse. - Late joiners: a pulse that was still waiting when someone joined comes out for them too; pulses that already happened before they joined do not fire again.
Delays can be chained (Delay → Delay) to add their times up; a loop of Delays does not repeat. The output counts as a pulse for every event input, including a Counter's pulse and a Latch's set.
Practical example
A door that lets you through for three seconds:
- Add a Key Press (capture E), a Delay (seconds 3) and a Latch with initial on.
- Wire Key Press → Latch's reset and Key Press → Delay's trigger; wire Delay → Latch's set.
- Add a Visibility node and an Object Selector picking the door; wire Latch → Visibility's on, and Visibility → Object Selector.
- Press Play, tap E: the door vanishes, and three seconds later it is back.

Tip
For a cooldown, wire the action's pulse into a Delay's trigger and the Delay into a Latch's set, with the same pulse into the Latch's reset: the Latch reads false while the action is cooling down. Pressing again during the cooldown restarts it.