# Does unity got a problem in measuring time?

I just solved a problem in my cycling code, but then another one appeared, and this one got one bug that i dont really know how to explain, but here it is:
My code:

``````function Start () {
};

function Update () {
};

function continous () {
if (cicling < 1) {
Debug.Log("First part of the cycle");
};
else if (1 <= cicling && cicling < 2) {
Debug.Log("Second part od the cycle");
};
else if (2 <= cicling && cicling < 3) {
Debug.Log("Third Part of the cycle");
};
else {
Debug.Log("Fourth Part of the cycle");
cicling = -1;
}
};

var cicling : float = 0;

InvokeRepeating("cycle1", 0, 0.5);
InvokeRepeating("continous", 0, 5.0);

function cycle1 () {
cicling = cicling + 0.1;
};
``````

for some uknown reason, in unity debug.log shows the message “third part of the cycle” twice.

#pragma strict
var cicling : float = 0;

`````` InvokeRepeating("cycle1", 0, 0.5);
InvokeRepeating("continous", 0, 5.0);

function continous () {
if (cicling <= 1.0f) {
Debug.Log("First part of the cycle");
}
else if (cicling > 1.0f && cicling < 1.99f) {
Debug.Log("Second part of the cycle");
}
else if (cicling > 2.0f && cicling < 2.99f) {
Debug.Log("Third Part of the cycle");
}
else{
Debug.Log("Fourth Part of the cycle");
cicling = -1;
}
}

function cycle1 () {
cicling = cicling + 0.1;
}
``````