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Question by Dylanpolis · Apr 07, 2017 at 03:00 PM · scripting problem

How do i fix this problem?

Im trying to fade in and out between scenes. Im having a problem were all i see is pink and there is no fade.

 using UnityEngine;
 using System.Collections;
 
 public class AutoFade : MonoBehaviour
 {
     private static AutoFade m_Instance = null;
     private Material m_Material = null;
     private string m_LevelName = "";
     private int m_LevelIndex = 0;
     private bool m_Fading = false;
 
     private static AutoFade Instance
     {
         get
         {
             if (m_Instance == null)
             {
                 m_Instance = (new GameObject("AutoFade")).AddComponent<AutoFade>();
             }
             return m_Instance;
         }
     }
     public static bool Fading
     {
         get { return Instance.m_Fading; }
     }
 
     private void Awake()
     {
         DontDestroyOnLoad(this);
         m_Instance = this;
         m_Material = new Material("Shader \"Plane/No zTest\" { SubShader { Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Fog { Mode Off } BindChannels { Bind \"Color\",color } } } }");
     }
 
     private void DrawQuad(Color aColor,float aAlpha)
     {
         aColor.a = aAlpha;
         m_Material.SetPass(0);
         GL.Color(aColor);
         GL.PushMatrix();
         GL.LoadOrtho();
         GL.Begin(GL.QUADS);
         GL.Vertex3(0, 0, -1);
         GL.Vertex3(0, 1, -1);
         GL.Vertex3(1, 1, -1);
         GL.Vertex3(1, 0, -1);
         GL.End();
         GL.PopMatrix();
     }
 
     private IEnumerator Fade(float aFadeOutTime, float aFadeInTime, Color aColor)
     {
         float t = 0.0f;
         while (t<1.0f)
         {
             yield return new WaitForEndOfFrame();
             t = Mathf.Clamp01(t + Time.deltaTime / aFadeOutTime);
             DrawQuad(aColor,t);
         }
         if (m_LevelName != "")
             Application.LoadLevel(m_LevelName);
         else
             Application.LoadLevel(m_LevelIndex);
         while (t>0.0f)
         {
             yield return new WaitForEndOfFrame();
             t = Mathf.Clamp01(t - Time.deltaTime / aFadeInTime);
             DrawQuad(aColor,t);
         }
         m_Fading = false;
     }
     private void StartFade(float aFadeOutTime, float aFadeInTime, Color aColor)
     {
         m_Fading = true;
         StartCoroutine(Fade(aFadeOutTime, aFadeInTime, aColor));
     }
 
     public static void LoadLevel(string aLevelName,float aFadeOutTime, float aFadeInTime, Color aColor)
     {
         if (Fading) return;
         Instance.m_LevelName = aLevelName;
         Instance.StartFade(aFadeOutTime, aFadeInTime, aColor);
     }
     public static void LoadLevel(int aLevelIndex,float aFadeOutTime, float aFadeInTime, Color aColor)
     {
         if (Fading) return;
         Instance.m_LevelName = "";
         Instance.m_LevelIndex = aLevelIndex;
         Instance.StartFade(aFadeOutTime, aFadeInTime, aColor);
     }
 }
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avatar image hexagonius · Apr 08, 2017 at 04:48 PM 0
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pink is the color for meshrenderers completely without or with broken shaders

avatar image FlyingHighUp · Apr 08, 2017 at 09:27 PM 0
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Why aren't you using the new UI System? This seems very manual for what Unity gives you.

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Answer by shadowpuppet · Apr 08, 2017 at 11:54 PM

try this code. I got it online somewhere and it seems to work for me. two scripts actually. one is the fade and the other actually changes the scene

 using UnityEngine;
 using System.Collections;
 
 public class nextLevel : MonoBehaviour {
 
     public string levelToLoad;
 
 
     void Start () {
     
     }
 
     void OnTriggerEnter(Collider other) {
         if(other.tag == "Player")
         {
             StartCoroutine(ChangLevel());
         }
     }
             IEnumerator ChangLevel(){
             float fadeTime = GetComponent<Fading>().BeginFade(1);
             yield return new WaitForSeconds (fadeTime);
             Application.LoadLevel(levelToLoad);
         }
     }
 

 using UnityEngine;
 using System.Collections;
 
 public class Fading : MonoBehaviour {
 
     //public string levelToLoad;
     public Texture fadeOutTexture;
     public float fadeSpeed = .8f;
     private int drawDepth = -1000;
     private float alpha = 1f;
     private int fadeDir = -1;
     
     void Start () {
         
     }
     
     
     void OnGUI (){
         alpha += fadeDir * fadeSpeed * Time.deltaTime;
         alpha = Mathf.Clamp01 (alpha);
         GUI.color = new Color (GUI.color.r, GUI.color.g, GUI.color.b, alpha);
         GUI.depth = drawDepth;
         GUI.DrawTexture ( new Rect (0, 0, Screen.width, Screen.height), fadeOutTexture );
     }
     
     public float BeginFade (int direction){
         fadeDir = direction;
         return (fadeSpeed);
     }
     
     void OnLevelWasLoaded (){
         BeginFade (-1);
     }
 }
 
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