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Logic problem looping & timing

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**I'm having trouble calling a function at the correct time while looping. Either it calls it too fast or too slow. I thought I figured it out yesterday, but I didn't...** Here is a diagram to show what I'm trying to do, I know I have some logic issue going on. ![alt text][1] In *Update()* I call a function called *blinkAtRandom();* This function has a timer that goes off X amount of time. When this timer goes off, it calls *BlinkOnce();*. *BlinkOnce()* will change the texture for the eye animation, but *only 1 texture per Y amount of time*, so I want to loop through this *eyelidTextures.Length* amount of loops **The problem now, is looping ignores the timers so my results are either too "fast" (blink never can become false) or too "slow" (only changes 1 texture through an entire loop, and blink is always true).** Here is a sample of my code. I also want to point out if you stick BlinkOnce() by itself in update, it changes at the correct time and looks like Ideal Timing, *so it works*, it just can't be called from another function or I get the timing issues. int BlinkOnce(float resetTime) { if (blink) { myTimer.x -= Time.deltaTime; //timer finished if (myTimer.x <= 0) { //StartCoroutine("OneBlink"); OneBlinkF(); myTimer.x = resetTime; eyeFrame += 1; } //go through all of blink frames if (eyeFrame > eyelidTextures.Length) { //stop blinking blink = false; eyeFrame = 0; } } return 1; } Here is my other function void blinkAtRandom() { myTimer2 -= Time.deltaTime; if (myTimer2 <= 0) { //blink = true; for (int i = 0; i < eyelidTextures.Length; i++) { BlinkOnce(myTimer.y); } //reset timer myTimer2 = Random.Range(eyeBlinkRange.x, eyeBlinkRange.y); } } Both samples of code have been altered a great deal so they only show 1 of many test cases I've tried. This really *should be easy*, so I don't know how I ended up making this so complicated! [1]: /storage/temp/55354-generalidea.png

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