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This question was closed May 08, 2014 at 04:03 PM by TheGeekyDead for the following reason:

Problem is not reproducible or outdated

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Question by TheGeekyDead · May 07, 2014 at 07:51 PM · textfadewait

Text [BOX]/[GUIText] loads wrong, and no fade text in/out?

I'm having trouble making a Story Text, that the user can read as it fades in and out, as part one fades out it enables part 2, so on. I can make the text appear on the screen with the "GUI.Text" Disables and the script on a blank object turns it on/off.

But it's only 1 line not fading in/out like i need. Part 2 loads up but same issue never fades and after it's deleted it never vanishes.. And /n don't seem to line break the gui.text object.

I could use a little help here, i know you all are busy but im stuck on this, i need it to look half way decent so it don't ruin the atmosphere.

     var TextOne : GameObject;
     var TextTwo : GameObject;
     
     function Start(){
     TextOne.SetActive (true);
     guiText.material.color.a = 0;
     yield WaitForSeconds(0.5);
     FadeIn();
     }
     function FadeIn(){
     while (guiText.material.color.a < 2){
     guiText.material.color.a += 0.1 * Time.deltaTime * 3;
     yield;
     }
     yield WaitForSeconds(0.5);
     FadeOut();
     TextOne.SetActive (false);
     TextTwo.SetActive (true);
     
     }
      
     function FadeOut(){
     while (guiText.material.color.a > 0){
     guiText.material.color.a -= 0.1 * Time.deltaTime * 3;
     yield;
     }
     Destroy (gameObject);
     }

Well i realized i had to place the script on an actual GUI.Text before it would fade lol, but it still work load part 2 text.

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