Timer counting UP instead of DOWN

I have a fairly simple script that determines how much time (in minutes and seconds) has lapsed since a certain time in the past. A custom action (e.g., add a life) is to be invoked every 30 minutes and this script is to show how much time is left until the next custom action is to happen.

using UnityEngine;
using UnityEngine.UI;
using System;
using System.Collections;

public class LifeTimerScript : MonoBehaviour {

    private Text timeText;
    private float timeLeft;
    private float timeWaited;
    private float timeToWait;
    private int livesToAdd;

    void Awake() {
        timeText = GetComponent<Text>();

    void Start() {
        // how much time has lapsed since the last action triggered?
        // 'lifeTimerResetTime' holds a time in the past
        TimeSpan timeDiff = DateTime.Now - GameManager.manager.lifeTimerResetTime;

        timeWaited = (float) timeDiff.TotalSeconds;
        // Method 'lifeTimerInSeconds()' returns a static value - 1800.0f in this case
        timeToWait = GameManager.manager.lifeTimerInSeconds();

        // determine how many lives need to be added
        livesToAdd = (int) (timeWaited / timeToWait);

        // get the remainder time to determine how long before the next life
        timeLeft = timePassed % timeToWait;

        if (livesToAdd > 0) {
            // TODO: add lives to player

    void Update() {
        // count down the time
        timeLeft -= Time.deltaTime;

        var minutes = Mathf.FloorToInt(timeLeft / 60.0f);
        var seconds = Mathf.FloorToInt(timeLeft - minutes * 60);

        // display the timer to UI text
        timeText.text = string.Format("{0:0}:{1:00}", minutes, seconds);

The only problem I have is that the timer ticks upward instead of downward. Everything else seems to be working. What am I missing here?

The timer is working fine on my end, unless timeLeft starts being negative, in which case the FloorToInt method doesn’t act like you want it to.

First of all, the FloorToInt method does nothing for you here, and it’s even causing a bug when timeLeft becomes negative. A simple integer division would work perfectly fine here,

For example, let’s say timeLeft is -2.5 seconds. The Mathf.FloorToInt(timeLeft / 60.0f) is going to give -1 instead of 0, whereas simply doing timeLeft / 60f is going to give you 0 (the right value).

If you don’t want to have a negative timer, simply do the following check before you decrease its value. The following will work just fine, but I am assuming you also want to do something as soon as the timer is smaller than 0 (like give more lives).

if (timeLeft < 0) {
     timeLeft = timeToWait;
     // Add lives here or do other stuff

If you want to simply leave the timer at 0 instead, just assign 0 to it instead:

if (timeLeft < 0) {
     timeLeft = 0;
     // Do stuff

I don’t know exactly what you want to do, but for the problem of the timer counting up instead of down, the problem probably lies in the Mathf.FloorToInt. A simple integer division does exactly what you want to do:

int minutes = (int)(timeLeft / 60);
int seconds = (int)timeLeft - minutes * 60;

Let me know if it still doesn’t work.