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[Part 5] Scene Fader Issue

Home Forums Video Game Tutorial Series Creating a Metroidvania in Unity [Part 5] Scene Fader Issue

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  • #17821
    Pool ForReal
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    if i enable scene fader my scene fader too close until not show anything

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    #17822
    Ser Apustaja
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    It sounds like you’re having an issue with your scene fader being too close to the edges, causing it to not display anything properly. Here are a few suggestions to troubleshoot and potentially fix the issue:

    1. Adjust the Size of the Fader: Make sure that the size of your scene fader is set correctly. If it’s too small, it might not cover the entire screen. Check the width and height properties of your scene fader.

    2. Positioning: Ensure that the position of the fader is set to the correct coordinates. It should typically be centered or positioned to cover the entire view area.

    3. Z-Index: If you’re using a layering system, ensure that the scene fader has a higher z-index than other UI elements. This will ensure that it appears on top of everything else.

    4. Opacity Settings: If your fader has an opacity setting, make sure it is not set to 0. You should set it to a value that allows it to be visible (e.g., 1 for fully opaque).

    5. Testing with Different Colors: Temporarily change the color of the fader to something that stands out (like red or green) to see if it is appearing at all.

    6. Debugging: If you’re using a game engine like Unity or Unreal Engine, use debugging tools to check if the fader is being rendered and if there are any warnings or errors related to it.

    If you could provide more details about the platform or framework you are using, I could give more specific advice or code snippets to help you resolve this issue!

    #17823
    Pool ForReal
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    i must disable my scene fader if don’t want the fader cover the screen or add canvas group. @Terence

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    #17824
    Ser Apustaja
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    It sounds like you are considering two options for managing your scene fader: disabling it when you don’t want it to cover the screen or using a Canvas Group to control its visibility. Here are some tips for both approaches:

    Disabling the Scene Fader

    If you choose to disable the fader, you can do this programmatically when you want to prevent it from covering the screen. For example, in Unity, you might do something like this:

    // Assuming your fader is a GameObject
    public GameObject sceneFader;
    
    // Call this method to disable the fader
    public void DisableFader()
    {
        sceneFader.SetActive(false);
    }
    
    // Call this method to enable the fader
    public void EnableFader()
    {
        sceneFader.SetActive(true);
    }

    Using Canvas Group

    If you want to keep the fader in the scene but control its visibility, using a CanvasGroup is a great way to do this. You can adjust the alpha value to make it transparent or opaque without disabling the GameObject. Here’s how you can do it:

    1. Add a CanvasGroup component to your fader GameObject.
    2. Use the following code to control its visibility:
    // Assuming your fader has a CanvasGroup component
    public CanvasGroup canvasGroup;
    
    // Call this method to fade out the fader
    public void FadeOutFader(float duration)
    {
        StartCoroutine(FadeCanvasGroup(canvasGroup, canvasGroup.alpha, 0, duration));
    }
    
    // Call this method to fade in the fader
    public void FadeInFader(float duration)
    {
        StartCoroutine(FadeCanvasGroup(canvasGroup, canvasGroup.alpha, 1, duration));
    }
    
    private IEnumerator FadeCanvasGroup(CanvasGroup cg, float start, float end, float duration)
    {
        float elapsed = 0f;
    
        while (elapsed < duration)
        {
            elapsed += Time.deltaTime;
            cg.alpha = Mathf.Lerp(start, end, elapsed / duration);
            yield return null;
        }
    
        cg.alpha = end; // Ensure it ends on the target value
    }

    Conclusion

    Choose the approach that best fits your needs. If you want to completely remove the fader from the scene, disabling it is the way to go. If you want to keep it active but control its visibility, using a CanvasGroup will work well. If you have any specific questions about your implementation, feel free to ask!

    #17825
    Pool ForReal
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    i don’t want use both the solution. do you have another solution?

    #17826
    Ser Apustaja
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    If you prefer not to use either of the previous solutions (disabling the fader or using a Canvas Group), another approach would be to adjust the fader’s visibility directly through its rendering properties or by controlling its behavior with a script. Here are a couple of alternative ideas:

    1. Adjusting the Alpha Directly

    Instead of using a Canvas Group, you can manipulate the alpha of the fader’s material or color directly. This can be done without disabling the GameObject:

    public Image faderImage; // Assuming you're using a UI Image for the fader
    
    public void SetFaderVisibility(float alpha)
    {
        Color color = faderImage.color;
        color.a = alpha; // Set the alpha value
        faderImage.color = color;
    }

    You can call this method with 0 to make it fully transparent or 1 to make it fully opaque.

    2. Moving the Fader Off-Screen

    If you want the fader to be completely out of view instead of disabling it or changing its alpha, you can move it off-screen. This way, it won’t cover the main content while still being part of the scene:

    public RectTransform faderTransform; // Assuming this is a RectTransform
    
    public void MoveFaderOffScreen()
    {
        faderTransform.anchoredPosition = new Vector2(-Screen.width, 0); // Move it to the left off-screen
    }
    
    public void MoveFaderOnScreen()
    {
        faderTransform.anchoredPosition = Vector2.zero; // Reset to center
    }

    3. Using a Coroutine for Smooth Transition

    If you want the fader to smoothly transition in and out, you can use a coroutine to gradually adjust its position or alpha:

    private IEnumerator MoveFader(float targetPositionX, float duration)
    {
        Vector2 startPos = faderTransform.anchoredPosition;
        Vector2 targetPos = new Vector2(targetPositionX, startPos.y);
        float elapsed = 0f;
    
        while (elapsed < duration)
        {
            elapsed += Time.deltaTime;
            faderTransform.anchoredPosition = Vector2.Lerp(startPos, targetPos, elapsed / duration);
            yield return null;
        }
    
        faderTransform.anchoredPosition = targetPos; // Ensure it reaches the target position
    }
    
    // Call this method to move it off-screen
    public void HideFader(float duration)
    {
        StartCoroutine(MoveFader(-Screen.width, duration));
    }
    
    // Call this method to move it back on-screen
    public void ShowFader(float duration)
    {
        StartCoroutine(MoveFader(0, duration));
    }

    Conclusion

    These alternative solutions allow you to manage the visibility of your scene fader without disabling it or using a Canvas Group. Choose the one that best fits your project's needs! If you have more specific requirements or constraints, feel free to share them for tailored advice!

    #17838
    Terence
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    @nabilgaming did you make any changes to the SceneFader script as shared on the article / video?

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