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Question by Bung86 · Mar 10, 2021 at 10:25 AM · shaders2d-platformereffects

Shaders are triggering out of order.

I have a shader material and script applied to my enemy prefabs. There are three enemies in the scene. All have the same material and script applied. When the player object strikes the enemy, the shader triggers, dissolves, and the enemy disappears. The only problem is that they are activating in the wrong order. When the level resets (via a level loader) they shaders activate in the right order. But this "fix" does not apply to increased numbers of enemies. Any and all help appreciated,

Shader Script:

public class FadeOut : MonoBehaviour { Material material;

 private bool isDissolving = false;
 float fade = 0.5f;

 void Start()
 {
     // Get a reference to the material
     material = GetComponent<SpriteRenderer>().material;

 }

 public void FadeOutBool()
 {
     isDissolving = true;
 }

 void Update()
 {
     

     if (isDissolving)
     {
         fade -= Time.deltaTime;

         if (fade <= 0f)
         {
             fade = 0f;                
             isDissolving = false;
             
         }

         // Set the property
         material.SetFloat("_Fade", fade);
     }
 }

}

Here is the Enemy script:

public int maxHealth = 50; int currentHealth;

 void Start()
 {
     currentHealth = maxHealth;
 }
 public void TakeDamage(int damage)
 {
     currentHealth -= damage;     

     if(currentHealth <= 0)
     {
         Die();
     }
 }

 public void Die()
 {      
     FindObjectOfType<FadeOut>().FadeOutBool();
     StartCoroutine(DeathWaiting());
 }

  

IEnumerator DeathWaiting() { yield return new WaitForSeconds(0.5f); Destroy(gameObject);

 }

}

Here is a Link showing the bug in action: https://www.youtube.com/watch?v=EVNY3L1S8MM

Thank you for any and all help.

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