Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by MechanicalGaming · Jan 12, 2015 at 01:35 PM · c#fading

Fading Not Working

Hi all, I don't know why but the fading that I'm using doesn't really seem to work. The fade doesn't start when the object is created, it starts at the beginning and takes for ever to fade after it has been Instantiated. Anyone have any ideas? Here's the code:

 using UnityEngine;
 using System.Collections;
 
 public class Fade : MonoBehaviour
 {
     Color startColor;
     Color currentColor;
     Color endColor;
     bool shouldFade = false;
     float startTime;
     float endTime;
     public float seconds = 5.0f;
     float t;  
 
     void Start ()
     {
         startColor = gameObject.renderer.material.color;       
         endColor = new Color(startColor.r, startColor.g, startColor.b, 0.0f);      
     }
         
     void Update ()
     {
 
             shouldFade = true;
 
             startTime = Time.time;
 
             endTime = startTime + seconds;
 
         fade();
 
     }  
 
     void fade()
     {
 if ( shouldFade == true)
         {
             t = (Time.time / endTime);
 
             currentColor = Color.Lerp(startColor, endColor, t);        
 
             gameObject.renderer.material.SetColor("_Color", currentColor);         
 
             if ( currentColor == endColor )
             {
                 shouldFade = false;
                 startTime = 0.0f;
                 endTime = 0.0f;
                 t= 0.0f;
                 Destroy (gameObject);
             }
         }
     }
 }
 



 




Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by KurtGokhan · Jan 12, 2015 at 01:44 PM

If you are using startTime and endTime in your fade() function, I think you should move setting them into Start(). I dont know fade() code but I guess you are using current time to inverse lerp between startTime and endTime and apply lerp to color. As it is, current time and startTime is almost same.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MechanicalGaming · Jan 12, 2015 at 01:53 PM 0
Share

That worked mate! When I come to think about it it was kind of a stupid mistake I made... Well, at least I now know the answer. Thanks a ton.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

26 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Renderer on object disabled after level reload 1 Answer

Screen fading while changing scenes doesn't seem to work. Help ! 1 Answer

Initialising List array for use in a custom Editor 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges