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Question by Mqo · May 28, 2013 at 12:10 AM · gameobjectclickappear

How to make a game object appear, when another game object is clicked?

Sorry for the amateur question,

but for my Main Menu, when "Play" is pressed (which by the way is a Plane), i'd like two more planes to appear (preferably fade in). How exactly would I go ahead and do that?

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avatar image robertbu · May 28, 2013 at 12:16 AM 1
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http://wiki.unity3d.com/index.php?title=Fade

avatar image robertbu · May 28, 2013 at 06:40 AM 1
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@clunk47 - It says: "Fade GUITextures or anything that has a material." It does work with a planes. Note GUI and GUITexture are two different things.

avatar image clunk47 · May 28, 2013 at 06:57 AM 1
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I see, I didn't realize it was using renderer.material at first, only thought it was using GUI code. Good reference.

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Answer by clunk47 · May 28, 2013 at 06:55 AM

A few ways to do this, I'll try to give you the simplest. Create your 3 planes in the editor. Make the plane you are going to click the parent of the 2 planes that will be invisible at first. Disable the mesh colliders for the invisibles. Then attach a script to your "main" plane, and use an [OnMouseDown][1] function. In this function, since your other two planes are the children, use [GetComponentsInChildren][2] to find the [MeshRenderer][3] components in each. On startup, set these to have 0 alpha in their color. Here's a C# example. Check the links I posted for more help.

 using UnityEngine;
 using System.Collections;
 
 public class EXAMPLE : MonoBehaviour
 {
     MeshRenderer[] planes;
     Color color;
 
     void Start()
     {
         color = Color.grey;
         color.a = 0;
         planes = GetComponentsInChildren<MeshRenderer>();
         foreach(MeshRenderer plane in planes)
         {
             plane.renderer.material.color = color;
         }
     }
 
     void OnMouseDown()
     {
         StartCoroutine(FadeInChildren());
     }
 
     IEnumerator FadeInChildren()
     {
         while(true)
         {
             color.a+= 0.01f;
             if(color.a >= 1.0f)
             {
                 StopAllCoroutines();
             }
             foreach(MeshRenderer plane in planes)
             {
                 plane.renderer.material.color = color;
             }
             print (color.a);
             yield return new WaitForEndOfFrame();
         }
     }
 }
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