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Question by Nouveau · Jun 14, 2020 at 06:29 PM · 3dfadeoutfadein

How to fade out target indicator on player arrival?

I'm sorry if this is a stupid question, as I'm pretty new at this.

I'm trying to create a target indicator that fades in on mouse click, and fade out on player arrival.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class TargetIndicatorFadeTest : MonoBehaviour
 {
 
     [Range(0.01f, 15f)]
     public float fadeSpeed = 5.5f;
 
     // Start is called before the first frame update
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         //Fade in target indicator on mouse click, then
         if (Input.GetMouseButtonDown(0))
         {
             StartCoroutine(FadeInObject());
         }
 
         //fade out target indicator on player arrival
 
     }
 
     public IEnumerator FadeOutObject()
     {
         while (this.GetComponent<Renderer>().material.color.a > 0)
         {
             Color objectColor = this.GetComponent<Renderer>().material.color;
             float fadeAmount = objectColor.a - (fadeSpeed * Time.deltaTime);
 
             objectColor = new Color(objectColor.r, objectColor.g, objectColor.b, fadeAmount);
             this.GetComponent<Renderer>().material.color = objectColor;
             yield return null;
         }
     }
 
     public IEnumerator FadeInObject()
     {
         while (this.GetComponent<Renderer>().material.color.a < 1)
         {
             Color objectColor = this.GetComponent<Renderer>().material.color;
             float fadeAmount = objectColor.a + (fadeSpeed * Time.deltaTime);
 
             objectColor = new Color(objectColor.r, objectColor.g, objectColor.b, fadeAmount);
             this.GetComponent<Renderer>().material.color = objectColor;
             yield return null;
         }
     }
 }

This script is placed on a quad (named TargetBody) with a material added, which is inside a gameObject called Target Indicator. This gameObject is nested inside the player model.

I have tried modifying solutions like (https://answers.unity.com/questions/324589/how-can-i-tell-when-a-navmesh-has-reached-its-dest.html), but I can't get it to work... Somehow it has to know the movement of the Player model?

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Answer by Nouveau · Jun 14, 2020 at 07:16 PM

I got it working. I used the mesh collider in the quad, set it to isTrigger, and added a Rigidbody without gravity. Added a collider to my Player model, and added this code to the script:

 private void OnTriggerEnter(Collider other)
     {
         StartCoroutine(FadeOutObject());
     }

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