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Question by Sharckan · Sep 22, 2017 at 08:05 PM · c#coroutinefadeoutfadein

Fade In / Out not working C#

Hi!

What I want is that when I click de menu sprite the different menu option sprites display nicely with a fade in, or disappear in with a fade out. This is code, and it seems it works because the objects appear/disappear after 1 sec, but they do it directly, they don't fade in / out.

Please help me.

 public class Options_script : MonoBehaviour {
 
     public GameObject OptionsCanvas;
 
     public GameObject Options1;
     public GameObject Options2;
     public GameObject Options3;
     public GameObject Options4;
 
     float downclick, upclick = 0f;
     float delay = 0.8f;
     bool ready = false;
 
     // Use this for initialization
     void Start ()
     {
         OptionsCanvas.SetActive(false);
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetMouseButtonDown(0) && ready == false)
         {
             Vector2 worldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             RaycastHit2D hit = Physics2D.Raycast(worldPoint, Vector2.zero);
             if (hit.collider != null)
             {
                 if (hit.collider.name == "Options")
                 {
                     downclick = Time.time;
                     ready = true;
                     
                 }
             }
         }
         if (Input.GetMouseButtonUp(0) && ready == true)
         {
             Vector2 secondworldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             RaycastHit2D secondhit = Physics2D.Raycast(secondworldPoint, Vector2.zero);
             if (secondhit.collider != null)
             {
                 if (secondhit.collider.name == "Options")
                 {
                     upclick = Time.time;
                     ready = false;
                 }
             }
         }
         if ((upclick - downclick) > delay)
         {
             OptionsCanvas.SetActive(true);
             StartCoroutine(Fade(1f, 1f));
         }
         else
         {
             OptionsCanvas.SetActive(false);
             StartCoroutine(Fade(0f, 1f));
         }
     }
     IEnumerator Fade(float alphaValue, float alphaTime)
     {
         float alpha = Options1.transform.GetComponent<Renderer>().material.color.a;
         for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / alphaTime)
         {
             Color newColor = new Color(1, 1, 1, Mathf.Lerp(alpha, alphaValue, t));
             Options1.transform.GetComponent<Renderer>().material.color = newColor;
             yield return null;
         }
     }
 }
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Best Answer

Answer by Kishotta · Sep 22, 2017 at 08:11 PM

The issue is here:

 yield return null;

This will have your coroutine loop through as quickly as it can (likely in less than the time of a single frame) and so it appears/disappears instantaneously.

Instead, you want to have your loop wait for the next frame before continuing.

 yield return new WaitForEndOfFrame ();
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avatar image Sharckan · Sep 22, 2017 at 08:21 PM 0
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Thank you so much <3

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