Creating a Metroidvania (like Hollow Knight) — Part 12: Next-Level UI System

This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity

Update 2 January 2024: We have fixed a few bugs in the scripts that were making some parts of the new code not work. Please re-copy and paste the codes if you were following this guide before.

One of the issues that our readers had a lot of bugs for, and a lot of questions on, in our forums, is regarding the scene fading functionality in SceneFader that we've made in Part 5. These issues, are in part, due to our Scene Fader GameObject needing to be manually set-up in each of our scenes for the fade-in and fade-out effect to work.

In Part 12, we are building a new, modular and much simpler way of handling UI, as well as of transitioning between the scenes, that will remove a lot of the problems and difficulties associated with managing all of these disparate UI elements.

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