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Question by TheGeekyDead · Nov 30, 2013 at 08:11 PM · colliderfogrendersettings

Global Fog On/Off not working right.

In the Render Settings > I setup my fog (Color,Density,So on) and Checked it On. And in my script i have it set to Disable it at start up, which it does. But when i press P i can see the Fog turn on (1/2 a Second) then it shuts off again.

When i walk into my Colliders, they are tagged FogOn/FogOff, and both Cubes have a Collider > Trigger but nothing happens at all. There is no errors, besides it not Turning On or Off when i hit the Collider, or press P it Toggles but remains off.

     function Update(){
     RenderSettings.fog = false;
     if (Input.GetKeyDown("p")){
     RenderSettings.fog = !RenderSettings.fog;
     }
 }
     
     function OnTriggerEnter(other : Collider) {
     if(other.tag == "FogOn") {
     RenderSettings.fog = true;
     } else if(other.tag == "FogOff") {
     RenderSettings.fog = false;
     }
 }
     
     function OnTriggerExit(other : Collider){
      if(other.tag == "FogOn") {
           Destroy(gameObject);
      } else if(other.tag == "FogOff") {
           Destroy(gameObject);
      }
 }

I know i am missing something, i was thinking the (RenderSettings.fog = true;) was over riding the P Key, but why is the Colliders not Activating?

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Answer by clunk47 · Nov 30, 2013 at 08:38 PM

You have fog always equal to false in Update().

  function Update(){
     RenderSettings.fog = false;....

This statement is not inside of an if(), it's just in Update itself. Try creating a boolean or something like below, and only have fog enabled if a certain condition is met. For example you can toggle var fogOn which is the bool in my example, inside your Trigger events.

Try something like this for testing:

 #pragma strict
 
 var fogOn : boolean;
 
 function Start()
 {
     fogOn = RenderSettings.fog;
 }
 
 function Update ()
 {
     RenderSettings.fog = fogOn;
     
     if(Input.GetKeyDown(KeyCode.F))
         fogOn = !fogOn;
 }
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avatar image TheGeekyDead · Nov 30, 2013 at 08:47 PM 0
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Ok thank, i updated my script not it's working correctly. Is there a way to make it fade In/Out?

avatar image clunk47 · Nov 30, 2013 at 08:59 PM 2
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 #pragma strict
 
 private var fogOn : boolean;
 private var density : float;
 private var $$anonymous$$ : float = 0.0f;
 private var max : float;
 private var fade : float = 0.25f;
 
 function Start()
 {
     fogOn = RenderSettings.fog;
     density = RenderSettings.fogDensity;
     max = density;
 }
 
 function Update ()
 {
     RenderSettings.fogDensity = density;
     if(Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.F))
         fogOn = !fogOn;
     if(fogOn && density < max)
         density += fade * Time.deltaTime;
     if(!fogOn && density > $$anonymous$$)
         density -= fade * Time.deltaTime;
     if(density <= $$anonymous$$)
     {
         density = $$anonymous$$;
         RenderSettings.fog = false;
     }
     else
         RenderSettings.fog = true;
 }
avatar image TheGeekyDead · Nov 30, 2013 at 10:18 PM 1
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Thanks again, now it looks more realistic as i walk into it. I appreciate all the help, i noted you in the Script credits.

avatar image clunk47 · Nov 30, 2013 at 10:45 PM 0
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Always happy to be of help :D

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