Remove Text afte a set time

I would like to remove my First Request Text thats on screen after a 10 seconds can soemone please help me with this. I know my function needs to be in Update.

Thanks

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class GUILayer : MonoBehaviour {
    
    public bool gotTarget = false;
    
    public GameObject m_LevelManager;
    private bool toggleTxt;
   
    
	public GameObject guiCam;
	private int rightAnswer;
	public GameObject pauseMenu;
	public GameObject ColorButton;
	public GameObject AARguiCam;
	public GameObject AAR_DecalguiCam;
	public GameObject GUICamMian;
	public GameObject MainGUI;
	public GameObject FirstRequestText;
	
	
	private bool turnOffHud = false;
	
	
	//public Camera GUICamMain;
	//public Camera GUICam;
	
	
	// Use this for initialization
	void Start () {
		
	//guiCam.SetActiveRecursively(false);
        
       
		//guiCam = GameObject.FindWithTag("guicam");
		
	} 
	
	// Update is called once per frame

	
	
	void Update () {
			if(turnOffHud){
				guiCam.SetActiveRecursively(false);
				turnOffHud = false;
				
		}
	
	}
#region CrapIDontThinkWeNeed
    void OnGUI()
    {
		
        /*#region Target Selection GUI
        if (gotTarget)
        {
            GUI.skin = skin1;
            leftOffset = 25;
            scrollPosition = GUI.BeginScrollView(new Rect(10, Screen.height - 261, Screen.width - 20, 250), scrollPosition, new Rect(10, Screen.height - 251, buttonAreaWidth, 0));
            for (int i = 0; i < numButtons; i++)
            {
                buttonPressed[i] = GUI.Toggle(new Rect(leftOffset, Screen.height - buttonOffset, 175, 140), buttonPressed[i], buttonNames[i], allSkins[i].toggle);
                if (buttonPressed[i] || i == previousButton)
                {
                    SetmeOnly(i);
                    m_LevelManager.BroadcastMessage("CheckAnswer", i);
                 
                   
                }
                leftOffset += 185;
            }


            GUI.EndScrollView();
	
        }
        #endregion
*/
		/*
        #region Answer Label Region
        if (gotTarget)//only want to show label when have a target
        {
            switch (rightAnswer)
            {
                case 1:
                    GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height / 2 - 300, 400, 20), "Target Identified");

                    break;
                case 2:
                    GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height / 2 - 300, 400, 20), "WRONG!");
                    break;
            }
        }
        #endregion

        #region Zoom Button Region
        GUI.skin = zoomout;

        if (GUI.Button(new Rect(20, 100, 64, 64), ""))
        {
            m_LevelManager.BroadcastMessage("DoZoom", false);
            
        }
        GUI.skin = zoomin;
        if (GUI.Button(new Rect(20, 20, 64, 64), ""))
        {
            m_LevelManager.BroadcastMessage("DoZoom", true);

        }
        #endregion

        #region IR Button Region
        GUI.skin = IRskin;
        toggleTxt = false;
        toggleTxt = GUI.Toggle(new Rect(10, 180, 69, 69), toggleTxt, "");
        if (toggleTxt)
        {
            Camera.main.GetComponent<GrayscaleEffect>().enabled = !Camera.main.GetComponent<GrayscaleEffect>().enabled;            
            m_LevelManager.BroadcastMessage("ToggleMaterial");


        }
        #endregion

        #region Exit Button
        GUI.skin = skin1;

        //Exit Button takes you back to main menu
        if (GUI.Button(new Rect(Screen.width - 190, 20, 150, 70), "EXIT"))
        {
            Application.LoadLevel("Level_Select");
        }
        #endregion
        */
    }
	
	 /*void SetUpArrays()
    {
        allSkins[0] = skin1;
        allSkins[1] = skin2;
        allSkins[2] = skin3;
        allSkins[3] = skin4;
        allSkins[4] = skin5;
        allSkins[5] = skin6;
        allSkins[6] = skin7;
        allSkins[7] = skin8;
        allSkins[8] = skin9;
        allSkins[9] = skin10;
        allSkins[10] = skin11;
        allSkins[11] = skin12;






    }

    private void SetmeOnly(int i)
    {
        for (int j = 0; j < numButtons; j++)
        {
            if (j == i)
            {
                buttonPressed[j] = true;
                previousButton = j;




            }
            else
            {
                buttonPressed[j] = false;

            }
        }
    }

    private void ClearSelectedButtons()
    {
        for (int j = 0; j < numButtons; j++)
        {
            buttonPressed[j] = false;
           




        }
    }
    */
	#endregion

   

    public void TargetSelected(bool abSelected)
    {
		if(abSelected){
			if(!gotTarget){
				m_LevelManager.BroadcastMessage("RandomizeButtons");
				if(guiCam.audio == false){
					guiCam.SetActiveRecursively (true);
				}
			}
		}else{
			turnOffHud = true;
		}
		
		
		gotTarget = abSelected;
		
    }

    public void AnswerGuessed(bool abCorrect)
    {
        if (abCorrect)
        {
            rightAnswer = 1;
        }
        else
        {
            rightAnswer = 2;
        }
    }
	
	public void DoPause(bool abPaused)
	{
		pauseMenu.SetActiveRecursively (abPaused);
		
	}

	public void ShowAAR(bool abSelected)
	{
	   AARguiCam.SetActiveRecursively (abSelected);
		if (abSelected)
			
			//GUICam.enabled = true;
			//GUICamMain.enabled = false;
		
			
			GUICamMian.SetActiveRecursively(false);
			MainGUI.SetActiveRecursively(false);
			//guiCam.SetActiveRecursively(false);
	
}
	public void ShowSprite9(bool abSelected)
	{
		
		AAR_DecalguiCam.SetActiveRecursively (abSelected);

	}
	
	public void ToggleMainGUI(bool abShow){
		MainGUI.SetActiveRecursively(abShow);	
	}
	
	public void FirstRequest(){
		FirstRequestText.SetActiveRecursively(true);
	}
	

}

A “timer” does not nessacarly have to be in Update. You could use a yield like so:

IEnumerator FirstRequest(){
        FirstRequestText.SetActiveRecursively(true);
        yield return new WaitForSeconds (10.0f);
        FirstRequestText.SetActiveRecursively(false);
}

You can also pass a time to destroy:

// Kills the game object in 5 seconds
Destroy (myText, 5);