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Question by MitchJM · Aug 27, 2016 at 06:55 AM · shadervrfadealpha channel

GameObject alpha fade in SteamVR

I am brand new to Unity and have been bumbling my way through my first project. I am creating a 360 video tour. The tour has objects that I want to fade on when I activate them at a certain time in the video playback. I am having trouble with the actual fade effect. I have tried just about everything I can think of and have been through so many forums and tried whatever I could find. The closest thing I have found has been this:

  public GameObject davidInterface;
  public float timer = 1;
  public float alpha = 0;
  Renderer r;

  // Use this for initialization
  void Start()
  {
      r = davidInterface.GetComponent<Renderer>();
  }
  // Update is called once per frame
  void Update()
  {
      float lerp = Mathf.PingPong(Time.time, timer) / timer;

      alpha = Mathf.Lerp(0, 1, lerp);
      Color color = r.material.color;
      r.material.color = new Color(color.r, color.g, color.b, alpha);

  }
  }

It isn't exactly what I want, but the alpha on the material does fade in and out in the material preview during testing, but the actual object doesn't change. I am using the standard shader with rendering mode set to fade. I have tried adjusting the alpha manually during testing, but it still doesn't show up in the actual game, the alpha stays at whatever it was when I pressed play. Any ideas?

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Answer by MitchJM · Aug 31, 2016 at 01:59 PM

Update:

I had an animator component enabled on the gameObjects I was trying to fade. As soon as I disabled the animator I was able to adjust the alpha on my materials.

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avatar image mj321 · Aug 31, 2016 at 02:06 PM 0
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I don't know what role the animator plays, but in order to alpha to work, the material needs a transparent shader. Others just ignore the alpha value.

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