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Question by Hethix · Dec 10, 2013 at 11:15 AM · fadeguibox

Fading between scenes

Hi. So i have a scene, and want it to fade over to scene2.. I've used a 1x1 pixel, and stretched it to fill the screne. The idea was, to increase the opacity to create a fading effect. Right now, it stops fading half way.

This is my code for now.

     public Texture2D Fade;
     float alphaFadeValue = 0;
     
         
     void OnGUI() {
         GameObject badTrashCan =      GameObject.Find("BadTrashCan");
         sceneswapone sceneswapone = badTrashCan.GetComponent<sceneswapone>();
         if(sceneswapone.timer < 2) {
             alphaFadeValue += Time.deltaTime;
             GUI.color = new Color(alphaFadeValue, alphaFadeValue, alphaFadeValue, alphaFadeValue);
             GUI.Box(new Rect(0, 0, Screen.width, Screen.height), Fade);
         }
     }
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avatar image MrVerdoux · Dec 10, 2013 at 03:04 PM 0
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This question has been already answered, you should look for it in the already answered quesitons. I haven´t found it myself but I know it´s somewhere.

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Answer by StormSabotage · Dec 10, 2013 at 02:52 PM

Maybe your condition

 if(sceneswapone.timer < 2) {

returns FALSE earlier than ur alphaFadeValue becomes 1 ?

 alphaFadeValue += Time.deltaTime;



btw: it's a bad way to assign GameObject to variable and take it's Component at runtime in OnGUI() like you do:

 GameObject badTrashCan =      GameObject.Find("BadTrashCan");
 sceneswapone sceneswapone = badTrashCan.GetComponent<sceneswapone>();

if it's always same component of same gameobject it's much better assign it on Start()

 private ScenesWapone sceneswapone;
 
 void Start(){
  sceneswapone = GameObject.Find("BadTrashCan").GetComponent<ScenesWapone>();
 }
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