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Question by artganify · Apr 28, 2016 at 08:10 PM · c#unity 5scenescene-loadingcoroutines

Fade out / fade in scene w/ loading screen

I've got a (very simple?) requirement I just can't get to work, even though it's been covered by numerous tutorials and how-to's on the web. Basically, I want to transition between individual scenes with a black fade in/fade out. Here's my setup:

At the beginning of the game, I have some sort of 'kick-off' scene. It's nothing more than an empty scene with (for testing purposes) red background an an 'init' script which looks like this (pseudo):

 Awake:
     StartCoroutine(LoadTitleScene());

 LoadTitleScene:
     SceneController.Instance.LoadScene("TitleScene");

The SceneController is a singleton service which handles all the scene loading and transition stuff. Here's the code (excerpt):

 // SceneController : SingletonMonoBehavior<SceneController>
 private ScreenFadeHelper _screenFadeHelper;
 private AsyncOperation   _sceneLoadOperation;

 public void Awake() {
     _screenFadeHelper = ScreenFadeHelper.Instance;
 }

 public void LoadScene(string sceneName) {
     StartCoroutine(LoadSceneAsync(sceneName));
 }

 private IEnumerator LoadSceneAsync(string sceneName) {

     // display loading scene
     {
         _screenFadeHelper.BeginFadeIn(0.5f);
         while(_screenFadeHelper.IsFading)
             yield return new WaitForEndOfFrame();

         SceneManager.LoadScene("LoadingScene");

         _screenFadeHelper.BeginFadeOut(0.5f);
         while(_screenFadeHelper.IsFading)
             yield return new WaitForEndOfFrame();
      }

      // some other stuff..

      // load actual scene
      {
          // clear unused assets
          yield return Resources.UnloadUnusedAssets();

          _sceneLoadOperation = SceneManager.LoadSceneAsync(sceneName);
          _sceneLoadOperation.allowSceneActivation = false;
         
          while(_sceneLoadOperation.progress < 0.9f)
          {
              // update progress & stuff
              yield return null;
          }

          _screenFadeHelper.BeginFadeIn(0.5f);
          while (_screenFadeHelper.IsFading)
              yield return new WaitForEndOfFrame();

          _sceneLoadOperation.allowSceneActivation = true;

          _screenFadeHelper.BeginFadeOut(0.5f);
          while (_screenFadeHelper.IsFading)
              yield return new WaitForEndOfFrame();
      }
 }

And the code for the screen fader (e.g. fade in):

 public void BeginFadeIn(float duration)
 {
     if (IsFading)
         return;

     IsFading = true;

     StartCoroutine(FadeInAsync(duration));
 }

 private IEnumerator FadeInAsync(float duration, Color color)
 {
     var alpha = 0.0f;
     while (alpha < 1.0f) {
         yield return new WaitForEndOfFrame();
         if (!IsPaused)
             alpha = Mathf.Clamp01(alpha + Time.deltaTime / duration);
         DrawQuad(Color.black, alpha);
      }

     IsFading = false;
 }

 private static void DrawQuad(Color color, float alpha)
 {
     color.a = alpha;
     GL.PushMatrix();
     GL.LoadOrtho();
     GL.Begin(GL.QUADS);
     GL.Color(color);
     GL.Vertex3(0, 0, -1);
     GL.Vertex3(0, 1, -1);
     GL.Vertex3(1, 1, -1);
     GL.Vertex3(1, 0, -1);
     GL.End();
     GL.PopMatrix();
 }

The basic idea is this:

 1. Fade in a black quad on the whole screen
 2. Load the 'loading scene'
 3. Fade out the black quad
 4. Asynchronously load the actual scene
 5. Fade in a black quad on the whole screen
 6. Activate the actual scene
 7. Fade out the black quad 

Long story short: The whole thing just flickers, and then the actual scene pops up. No fading at all (in build). And in the editor, the same thing happens, except the last fade-in doesn't seem finished (there's a semi-transparent black overlay over the whole screen).

What doesn't work here? Is there a problem with the co-routines?

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