Clock Trigger

Hey guys, anyone up for a lil’ challenge?
Maybe it’s easy, I really do not know

What I am hoping to do is have an object appear every 12 mins(Real life time) and then disappear after a minute. Then you wont see the object reappear until 12 mins is up again.

I think that would be some kind of timer?
Maybe I am over thinking it. But I wanted this to happen every time the clock says 4:00. So I guess one min real time would be one hour game time?

Any help would be great, I’m new to scripting.

I hope that wasn’t confusing

EDIT: I am not looking for a digital clock. I need one with two hands rotating.

Should be as easy as something like this in C#:

using UnityEngine;
using System.Collections;

public class Timer : MonoBehaviour {

	public Transform myObject;

	void Start(){
		Instantiate (myObject, new Vector3 (0, 0, 0), Quaternion.identity); //Replace the vector3 with the position
		StartCoroutine (TimerSequence ());
	}

	public IEnumerator TimerSequence(){
		for (int i = 1; i < 0; i++) {
						yield return new WaitForSeconds (60);
						Transform destroyObject = GameObject.Find ("MyObjectName(Clone)");	//Replace this with the name of your object
						Destroy (destroyObject.gameObject);
						yield return new WaitForSeconds (720);
						Instantiate (myObject, new Vector3 (0, 0, 0), Quaternion.identity); //Replace the vector3 with the position
				}
	}
}

Have a clock (body parent, hands as children), attach a script that rotates the hands each frame. Eg, using something like transform.Rotate(Vector3.forward * rotationRate * Time.deltaTime), using Vector3.up / Vector3.right / Vector3.forward as needed, depending on what will turn your hands the right direction.

Then have a script that does something like this for the object to be hidden and unhidden:

using UnityEngine;
using System.Collections;

public class ShowAndHideObject : MonoBehaviour {
    public float showDelay = 12f*60f;
    public float hideDelay = 1f*60f;

    public void Start() {
        Hide(); //start off hidden
        Invoke("Show",showDelay); //call Show() after showDelay seconds
    }

    public void Show() {
        gameObject.SetActive(false);
        Invoke("Hide",hideDelay);
    }

    public void Hide() {
        gameObject.SetActive(true);
        Invoke("Show",showDelay);
    }
}

And ensure the hide/unhide is synced up with the hand movement.