Changing font size over time

Hello everyone.

I would like my score font to ‘pop’ every time a point is scored.

I would like to understand what is wrong with my logic here. As I understand this it would be possible to use time.deltaTime for this.

void Update () {
		if (Input.GetKeyDown (KeyCode.Space) || Input.GetMouseButtonDown (0)) 
		{
			audio.Play();
			score++;
			PopUp(); 


		}



	
	}

	void PopUp()
	{
		myStyle.fontSize = 100 - 10*Time.deltaTime;
		myStyle2.fontSize = 100 - 10*Time.deltaTime;
		
	}

why do you put a debug statement in your pop up method? then you know howmany times it is called…

the logic you are using is whenever you press the mouse/key your font decreases , a pop is a increase then a decrease in size(at least from what I understand) and needs to be run in Coroutine so it can be done over a period of timeenter code here

void Update () {
         if (Input.GetKeyDown (KeyCode.Space) || Input.GetMouseButtonDown (0)) 
         {
             audio.Play();
             score++;
             StartCoroutine(PopUp()); //you must use StartCoroutine to run Coroutines

         }

     }
 //Coroutines must return an IEnumerator
     IEnumerator PopUp()
     {

         myStyle.fontSize = 90;
         myStyle2.fontSize = 90;
//Waits 10 frames , play with this
       for(int framecnt = 0; framecnt < 10; framecnt++) {
             yield return new WaitForEndOfFrame();
         }
          myStyle.fontSize = 100;
         myStyle2.fontSize = 100;
         
     }