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Question by gravelpootis · Jun 26, 2021 at 02:09 PM · fadeout

Fading out and destroying gameobjects

I dont know why fadeout time doesnt work well, I want like put delayTime winch is time between start of fade out and fadeOutTime winch is time taken to fade out in Inspector I set fadeOutTime to 3 and I expect gameobject to fadeOut in 3 seconds but its faster

 public class FadeDelayedDestroy : MonoBehaviour
 {
     [SerializeField] private float fadeOutTime;
     [SerializeField] private float delayTime;
     [SerializeField] public float endAlpha;
 
     private MeshRenderer[] meshRenderers;
 
     void Start()
     {
         meshRenderers = GetComponentsInChildren<MeshRenderer>();
 
         foreach (MeshRenderer meshRenderer in meshRenderers)
         {
             meshRenderer.material.SetFloat("_Mode", 4f);
             meshRenderer.material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
             meshRenderer.material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
             meshRenderer.material.SetInt("_ZWrite", 0);
             meshRenderer.material.DisableKeyword("_ALPHATEST_ON");
             meshRenderer.material.EnableKeyword("_ALPHABLEND_ON");
             meshRenderer.material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
             meshRenderer.material.renderQueue = 3000;
         }
 
         StartCoroutine(FadeOutDestroy(fadeOutTime, delayTime, endAlpha));
     }
 
     IEnumerator FadeOutDestroy(float fadeOutTime, float delayTime, float endAlpha)
     {
         yield return new WaitForSeconds(delayTime);
 
         for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / fadeOutTime)
         {
             foreach (MeshRenderer meshRenderer in meshRenderers)
             {
                 float alpha = meshRenderer.material.color.a;
 
                 Color tmpColor = new Color(meshRenderer.material.color.r, meshRenderer.material.color.g, meshRenderer.material.color.b, Mathf.Lerp(alpha, endAlpha, t));
                 meshRenderer.material.color = tmpColor;
             }
             yield return null;
         }
         Destroy(gameObject);
     }
 }

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