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  • #17044
    Terence
    Keymaster

    Managed to fix your problem. The Fader is coming from your UIManager’s entrance animation. I modified your UIManager’s Awake function so that it calls base.Awake() only if it is not destroyed. Otherwise, if you have duplicate UIManagers on the Scene, they will trigger the entrance fade and get destroyed before they are able to clean up the fade animation.

    
    public class UIManager : UIScreen
    {
        public static UIManager Instance; //¨¾¤î¦h­Ó­«½Æªºª±®a¸}¥»¥X²{
    
        [Header("UI Manager")]
        public GameObject mapHandler; //¦a¹Ï
        public GameObject inventory; //­I¥]
        public UIScreen deathScreen;
    
    
    
        protected override void Awake()
        {
            if (Instance != null && Instance != this)
            {
                Destroy(gameObject);
                return;
            }
    
            base.Awake();
    
            DontDestroyOnLoad(gameObject);
            Instance = this; //new
    
        }
    }

    One more thing as well: You don’t need an entrance animation for your UIScreen, because the SceneTransition script already handles the fade in / fade out.

    #17022
    MI NI
    Bronze Supporter (Patron)

    Yes, my QuitToMainMenu uses UIManager’s LoadScene, but my problem is that the Fader (Temp) will not be deleted when I switch scenes, but the player can still move freely, including using the pause menu, but the screen will be black. (Fader(Temp))

    #16961
    MI NI
    Bronze Supporter (Patron)

    I encountered a problem again. When I pressed pause, the pause menu would not appear, but it was successfully enabled. I also clicked the button, but there was no screen. When I pressed the continue game button, the pause menu would Fade in and out. Then I tested the button to exit the game, After I press the exit button, the Fader (Temp) object will not return to the main screen. It will not jump to the main menu until I press the pause menu (ESC) again.

    A_DONUT
    Moderator

    Let’s go through each of your issues step-by-step:


    1. Console Error in UIManager:

    The error might be related to how DontDestroyOnLoad() is interacting with other scripts or objects. Ensure the sceneFader component is properly linked, and double-check if your UIManager object exists in the scene hierarchy.

    Potential fixes:

    • Ensure that SceneFader is attached as a child object in the inspector.
    • Check for duplicate UIManager objects when the scene reloads.
    • Add Debug.Log to verify the sceneFader assignment.

    2. Bat Stun Issue:

    Problem: The bat gets stunned even if stunDuration is set to 0 and also gets stunned/knockbacked after dying.

    Fixes:

    • Check stun logic:
      In EnemyHit(), ensure the bat only gets stunned if the stunDuration is greater than zero:

      csharp
      if (health > 0 && stunDuration > 0)
      {
          ChangeState(EnemyStates.Bat_Stunned);
      }
      else if (health <= 0)
      {
          ChangeState(EnemyStates.Bat_Death);
      }
      <code></code>
    • Disable collision after death:
      In Death(), ensure that the bat no longer processes hit logic or collisions:

      csharp
      protected override void Death(float destroyTime)
      {
          base.Death(destroyTime);
          rb.velocity = Vector2.zero; // Stop all movement
          rb.gravityScale = 12;
          GetComponent<Collider2D>().enabled = false; // Disable collisions
      }
      <code></code>

    3. Jumping Too High:

    Problem: The character sometimes jumps too high when you lightly tap the jump button.

    Fix: Adjust the Jump() method to apply a minimum height and reduce velocity more smoothly:

    csharp
    if (Input.GetButtonUp("Jump") && rb.velocity.y > 3)
    {
        rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * 0.5f); // Reduce, but don't cancel instantly
    }
    <code></code>

    Also, ensure jumpBufferCounter and coyoteTimeCounter are reset correctly after jumps.


    4. Walljumping Issue (Directional Problems):

    Problem: Walljumping works only on the right-side wall correctly.

    Fix: Ensure the walljump direction logic is symmetrical:

    csharp
    if (Input.GetButtonDown("Jump") && isWallSliding)
    {
        isWallJumping = true;
        float jumpDirection = pState.lookingRight ? -1 : 1; // Simplified for clarity
        rb.velocity = new Vector2(jumpDirection * wallJumpingPower.x, wallJumpingPower.y);
        Invoke(nameof(StopWallJumping), wallJumpingDuration);
    }
    <code></code>

    Also, remove any unnecessary transform.eulerAngles adjustments unless flipping visually.


    5. Camera Reset After Scene Transition:

    Problem: Returning to a previous scene doesn’t set the correct camera position.

    Fix: Store the current camera or position before transitioning:

    csharp
    public Vector3 lastCameraPosition;
    
    // Before transitioning scenes
    lastCameraPosition = Camera.main.transform.position;
    
    // After loading the scene, reset the camera
    Camera.main.transform.position = lastCameraPosition;
    <code></code>

    6. Unpause Game with Escape Key:

    Add an Escape key check in your Update() function:

    csharp
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (gameIsPause)
            {
                unpauseGame(); // Unpause the game if it's already paused
            }
            else
            {
                // Existing code to pause the game
                pauseMenu.fadeUIIn(fadeTime);
                Time.timeScale = 0;
                gameIsPause = true;
            }
        }
    }
    <code></code>

    These changes should address your issues. Let me know if you need further clarification or have more details to share! 😊

    Terence
    Keymaster

    Can you show me your UIManager, SceneTransition and SceneFader scripts?

    Terence
    Keymaster

    Try adding this line to SceneTransition. That should fix it:

        private void OnTriggerEnter2D(Collider2D _other)
        {
            if (_other.CompareTag("Player"))
            {
                GameManager.Instance.transitionedFromScene = SceneManager.GetActiveScene().name;
    
                PlayerController.Instance.pState.cutscene = true;
                PlayerController.Instance.pState.invincible = true;
                if(UIManager.Instance.sceneFader == null)
                    UIManager.Instance.sceneFader = UIManager.Instance.GetComponentInChildren<SceneFader>();
                StartCoroutine(UIManager.Instance.sceneFader.FadeAndLoadScene(SceneFader.FadeDirection.In, transitionTo));
            }
        }

    The problem is likely that UIManager loads after SceneTransition, causing UIManager.Instance.sceneFader to be null and breaking the sceneFader transition.

    tai
    Former Patron

    Here is the SceneFader.cs. It already changed to Awake when i downloaded it.

    <code>using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    using UnityEngine.SceneManagement;
    
    public class SceneFader : MonoBehaviour
    {
        public float fadeTime;
    
        private Image fadeOutUIImage;
    
        public enum FadeDirection
        {
            In, 
            Out
        }
    
        // Start is called before the first frame update
        void Awake()
        {
            fadeOutUIImage = GetComponent<Image>();
        }
    
        // Update is called once per frame
        void Update()
        {
    
        }
    
        public void CallFadeAndLoadScene(string _sceneToLoad)
        {
            StartCoroutine(FadeAndLoadScene(FadeDirection.In, _sceneToLoad));
        }
    
        public IEnumerator Fade(FadeDirection _fadeDirection)
        {
            float _alpha = _fadeDirection == FadeDirection.Out ? 1 : 0;
            float _fadeEndValue = _fadeDirection == FadeDirection.Out ? 0 : 1;
    
            if(_fadeDirection == FadeDirection.Out)
            {
                while(_alpha >= _fadeEndValue)
                {
                    SetColorImage(ref _alpha, _fadeDirection);
    
                    yield return null;
                }
    
                fadeOutUIImage.enabled = false;
            }
            else
            {
                fadeOutUIImage.enabled = true;
    
                while (_alpha <= _fadeEndValue)
                {
                    SetColorImage(ref _alpha, _fadeDirection);
    
                    yield return null;
                }
            }
        }
    
        public IEnumerator FadeAndLoadScene(FadeDirection _fadeDirection, string _sceneToLoad)
        {
            fadeOutUIImage.enabled = true;
    
            yield return Fade(_fadeDirection);
    
            SceneManager.LoadScene(_sceneToLoad);
        }
    
        void SetColorImage(ref float _alpha, FadeDirection _fadeDirection)
        {
            fadeOutUIImage.color = new Color(fadeOutUIImage.color.r, fadeOutUIImage.color.g, fadeOutUIImage.color.b, _alpha);
    
            _alpha += 0.02f * (_fadeDirection == FadeDirection.Out ? -1 : 1);
        }
    }
    </code>
    Terence
    Keymaster

    If you are still working on the 9.5 files, try changing the Start() to Awake() in SceneFader and see if it fixes the issue. More information here: https://blog.terresquall.com/community/topic/part-5-article-changes-common-issues-bugfixes/

    Terence
    Keymaster

    That is strange. Try expanding the Cave_1 file in your Scene after loading the new level:

    View post on imgur.com

    I suspect the Scene is loading, but the Scene Fader isn’t deactivating so it looks like the scene isn’t loading.

    tai
    Former Patron

    Hi, i am trying out the Part 9.5 project files the project worked fine but all the ability is unlock so i delete all the save files in the folder C:\Users\phamh\AppData\LocalLow\DefaultCompany\Metroidvania Tutorial.

    View post on imgur.com

    When i reload the project and open from Main Menu scene its normal but when i clicked Play the screen turned black and i can only hear sound in the background as in the video.

    I have tried redownload the project files but its not working anymore.

    #16280
    Ferral Child
    Participant

    Okay, I screen recorded and it captured something I didn’t notice is that the UI Manager, Canvas, and Scene Fader disappear when I play the game.

    View post on imgur.com

    Thank you for being so patient with me ;<;

    #16277
    Chloe Lim
    Moderator

    Ok, could you record a video of the scenefader game object inspector during play? Just play the scene and select the scenefader in the hierarchy

    has upvoted this post.
    #16273
    Chloe Lim
    Moderator

    Ok, in your recording it seems that your scenetransition script is failing to start the coroutine of the scene fading in the at start, which means that the UIManager is unable to find the scenefader to start the fade sequence, is the scenefader game object assigned in the inspector of your UIManager Script?

    #16272
    Ferral Child
    Participant

    I checked- Scene Transition, Start Point, UI Manager, Canvas, and Scene Fader are all enabled.

    #16268
    Chloe Lim
    Moderator

    Ok, is your scenefader ui disabled in the hiearchy? need to enable it or there will be a null exception as the script cant find the inactive scenefader When your scene starts, there should be a fade out, then when moving to another scene it will fade in then out again to the new scene

    has upvoted this post.
Viewing 15 results - 1 through 15 (of 87 total)

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