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Fading Out UI On Play
Hi. I have a play button in my game. When the user taps the play button I want all of the UI to fade out. I have a canvas group that controls that alpha of all of these UI elements. Now all I want to do is when the user taps the play button I want all UI elements to fade out and then switch to the game scene. The game scene looks exactly the same except with none of the previous UI. How can I do this?
Answer by fafase · Dec 20, 2014 at 05:22 PM
[SerializeField] private CanvasGroup canvasGroup = null;
[SerializeField] private float speed = 1f;
private bool callOnce = false;
public void LoadNextScene()
{
if(callOnce == false){
StartCoroutine(LoadNextSceneCoroutine());
}
}
private IEnumerator LoadNextSceneCoroutine() {
callOnce = true;
while(canvasGroup.alpha > 0){
canvasGroup.alpha -= Time.deltaTime * speed;
yield return null;
}
Application.LoadLevel("Scene2");
}
Attach that to a game object and then drag it into the onClick section of the button. Choose the LoadNextScene method and I guess that should do it.
@fafase I keep getting 2 errors. Here they are:
Assets/Scripts/GoToGameOnPlay.cs(14,25): error CS1502: The best overloaded method match for
UnityEngine.$$anonymous$$onoBehaviour.StartCoroutine(System.Collections.IEnumerator)' has some invalid arguments 2. Assets/Scripts/GoToGameOnPlay.cs(14,25): error CS1503: Argument
#1' cannot convertmethod group' expression to type
System.Collections.IEnumerator'
I also assume there is suppose to be a space between IEnumerator and LoadNextSceneCoroutine() on line 12.
Why do I keep getting these errors?
Yep my bad I fixed those. U need the space and the parenthesis.
@fafase There is a little pause in the transition before it goes to the game scene. Is there anything that can fix this?
The pause is probably the time it takes I actually load the next scene.
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