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[Part 9.5] Scene doesn’t load because scene fader remains black
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 9.5] Scene doesn’t load because scene fader remains black
- This topic has 11 replies, 2 voices, and was last updated 1 day, 17 hours ago by Terence.
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November 19, 2024 at 1:05 pm #16416::
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
.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.
November 19, 2024 at 7:54 pm #16425November 19, 2024 at 7:57 pm #16426November 20, 2024 at 11:04 am #16444::That is strange. Try expanding the Cave_1 file in your Scene after loading the new level:
I suspect the Scene is loading, but the Scene Fader isn’t deactivating so it looks like the scene isn’t loading.
November 20, 2024 at 11:12 am #16447November 20, 2024 at 11:18 am #16448::Yesterday, I tried to do part 9 from scratch in another project and it worked fine but I havent done pause menu and audio yet.
November 20, 2024 at 12:34 pm #16453::If you are still working on the 9.5 files, try changing the
Start()
toAwake()
inSceneFader
and see if it fixes the issue. More information here: https://blog.terresquall.com/community/topic/part-5-article-changes-common-issues-bugfixes/November 20, 2024 at 12:47 pm #16455::Here is the SceneFader.cs. It already changed to Awake when i downloaded it.
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); } }
November 20, 2024 at 10:49 pm #16466::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 afterSceneTransition
, causingUIManager.Instance.sceneFader
to be null and breaking the sceneFader transition.November 21, 2024 at 12:05 pm #16470November 21, 2024 at 3:09 pm #16472November 22, 2024 at 4:30 pm #16485 -
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