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Question by MakerDavid · Apr 24, 2016 at 02:40 PM · canvasienumeratorload scene

Loading transition not smooth. HELP!

I have buttons at the moment, one to play game, and one to go to instructions. When I play the game the loading is smooth, but when I press and load the instruction Scene the loading is not smooth.

Smooth loading when pressing play game: https://gyazo.com/6a2df9c66a193a057c8cc0001a1802c4

Not smooth loading when pressing instructions: https://gyazo.com/9e60157ed6f6334a5764f0e46e4c04e1

I would be very happy if someone did point me at the right direction here. I think it may be that the one canvas is rendering infront of the other. I tried to make a script onload, set z position to -1 because someone said a lower z position would render it infront of the other canvas but it hasn't work.

Here is my load on click script:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.SceneManagement;
 using UnityEngine.UI;
 
 public class LoadOnClick : MonoBehaviour {
     public GameObject LoadingScreen;
     public GameObject dots;
     private float startDelay = 0;
     private float repeatDelay = 0.5f;
     private Image dotsImage;
     private Image ScreenImage;
     public float fadeSpeed = 10f;
     Color Transparent;
     Color Visible;
     private bool fadeinok;
     private bool fadeoutok; 
     private float loadProgress;
     AsyncOperation scene;
     private bool loadingDone;
     public CanvasGroup canvas;
     public Canvas can; 
 
     void Update() {
         //Debug.Log("Script still runinng"); 
 
         if (fadeinok)
         {
             FadeIn(ScreenImage);
             FadeIn(dotsImage);
 
             if (ScreenImage.color.a >= 0.99f && dotsImage.color.a >= 0.99f) {
 
                 fadeinok = false;
                 fadeoutok = true;
                 canvas.alpha = 0;
                 canvas.interactable = false; 
             }
         }
 
         if (fadeoutok && loadingDone) {
 
             FadeOut(ScreenImage, 1f);
             FadeOut(dotsImage, 10f);
             ActivateScene();
 
             if (ScreenImage.color.a <= 0.01f && dotsImage.color.a <= 0.01f)
             {
                 
                 Destroy(transform.gameObject.GetComponentInParent<Canvas>().gameObject); 
                
             }
 
         }
 
     }
 
     public void LoadScene(int Scene) {
         LoadingScreen.SetActive(true);
         dotsImage = dots.GetComponent<Image>();
         ScreenImage = LoadingScreen.GetComponent<Image>();
         dotsImage.fillAmount = 0;
         ScreenImage.color = Maketransparent(ScreenImage);
         dotsImage.color = Maketransparent(dotsImage);
         InvokeRepeating("Dots", startDelay, repeatDelay);
         fadeinok = true;
         fadeoutok = false;
         loadingDone = false;
         StartCoroutine(LoadLevel(Scene));
     }
 
     private void Dots() {
         dotsImage.fillAmount = 0.33f + dotsImage.fillAmount;
         if (dotsImage.fillAmount == 1) {
             dotsImage.fillAmount = 0; 
         }
     }
 
     private void FadeOut(Image im, float multiplyfade) {
 
         im.color = Color.Lerp(im.color, Maketransparent(im), fadeSpeed * multiplyfade * Time.deltaTime);
         
     }
 
     private void FadeIn(Image im) {
 
         im.color = Color.Lerp(im.color, MakeVisible(im), fadeSpeed * Time.deltaTime);
 
     }
 
     private Color Maketransparent(Image pic) {
 
         return new Color(pic.color.r, pic.color.g, pic.color.b, 0); 
     }
 
     private Color MakeVisible(Image pic)
     {
 
         return new Color(pic.color.r, pic.color.g, pic.color.b, 1);
     }
 
 
     IEnumerator LoadLevel(int level)
     {
 
         scene = SceneManager.LoadSceneAsync(level);
         scene.allowSceneActivation = false;
 
         while (!scene.isDone) {
 
             loadProgress = scene.progress;
 
             if (loadProgress >= 0.9f)
             {
                 loadingDone = true; 
                 break;
             }
 
 
             yield return null; 
         }
 
         yield return scene; 
     }
 
     private void ActivateScene() {
 
         scene.allowSceneActivation = true; 
     }
 
 
 
 }

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