delay or waiting?

Hi, i’m trying to write up a script that plays an animation when a key is pressed on the screen, and immediately after moves the camera to another location. but i’ve encountered a problem where the animation will play after the key is pressed and the camera will move at the same time so before the animation even got through the first frame i no longer see it. is there a type of delay or wait method that can allow me to wait 1 second after so i can make the animation visible before moving the camera?

below is the function i’ve set up for it.

public void Anime(){
		Instantiate(explosion, touchpos, Quaternion.identity); //explosion animation
		hit.transform.SendMessage("HideMe"); //disable renderer for object
		Instantiate(shatter, hit.transform.position, Quaternion.identity); //shattering animation of object
		//delay script here ??
		hit.transform.SendMessage("ShowMe"); //re-enable render for object

Make it a Coroutine, and then use WaitForSeconds as described in that doc page. Note in C# you’ll need to call this function using StartCoroutine(Anime()) instead of a regular function call.

for anyone in the future that come across this:
my problem was that i assumed that i can have the below script as a function i can call up whenever i needed to have a 1 second delay in my coding.

IEnumerator WaitOneSecond() { 
    yield return new WaitForSeconds(1); 

like something like this was what i assumed it to be

void Update() {
    //do some stuff
    StartCoroutine(WaitOneSecond()); //delay for a second
    //continue do some other stuff

But this is incorrect. in the end i had something like this that worked

IEnumerator AnimeNwait(){	
	Instantiate(explosion, touchpos, Quaternion.identity);
	hit.transform.SendMessage("HideMe"); //disable renderer
	Instantiate(shatter, hit.transform.position, Quaternion.identity);
	 yield return new WaitForSeconds(0.8f);
	_MainMenuCameraShift.SettingisClicked = true;
	 yield return new WaitForSeconds(0.8f);

and i called this coroutine with StartCoroutine(AnimeNWait()); in the script when needed