Skip to content

Instantly share code, notes, and snippets.

@NovaSurfer
Last active February 5, 2022 15:59
Show Gist options
  • Star 23 You must be signed in to star a gist
  • Fork 4 You must be signed in to fork a gist
  • Save NovaSurfer/5f14e9153e7a2a07d7c5 to your computer and use it in GitHub Desktop.
Save NovaSurfer/5f14e9153e7a2a07d7c5 to your computer and use it in GitHub Desktop.
Unity3D screen fading script (using new UI)
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;
public class ScreenFader : MonoBehaviour
{
public Image FadeImg;
public float fadeSpeed = 1.5f;
public bool sceneStarting = true;
void Awake()
{
FadeImg.rectTransform.localScale = new Vector2(Screen.width, Screen.height);
}
void Update()
{
// If the scene is starting...
if (sceneStarting)
// ... call the StartScene function.
StartScene();
}
void FadeToClear()
{
// Lerp the colour of the image between itself and transparent.
FadeImg.color = Color.Lerp(FadeImg.color, Color.clear, fadeSpeed * Time.deltaTime);
}
void FadeToBlack()
{
// Lerp the colour of the image between itself and black.
FadeImg.color = Color.Lerp(FadeImg.color, Color.black, fadeSpeed * Time.deltaTime);
}
void StartScene()
{
// Fade the texture to clear.
FadeToClear();
// If the texture is almost clear...
if (FadeImg.color.a <= 0.05f)
{
// ... set the colour to clear and disable the RawImage.
FadeImg.color = Color.clear;
FadeImg.enabled = false;
// The scene is no longer starting.
sceneStarting = false;
}
}
public IEnumerator EndSceneRoutine(int SceneNumber)
{
// Make sure the RawImage is enabled.
FadeImg.enabled = true;
do
{
// Start fading towards black.
FadeToBlack();
// If the screen is almost black...
if (FadeImg.color.a >= 0.95f)
{
// ... reload the level
SceneManager.LoadScene(SceneNumber);
yield break;
}
else
{
yield return null;
}
} while (true);
}
public void EndScene(int SceneNumber)
{
sceneStarting = false;
StartCoroutine("EndSceneRoutine", SceneNumber);
}
}
using UnityEngine;
using System.Collections;
public class LevelChanger : MonoBehaviour {
ScreenFader fadeScr;
public int SceneNumb;
void Awake()
{
fadeScr = GameObject.FindObjectOfType<ScreenFader>();
}
void OnTriggerEnter(Collider col)
{
if (col.gameObject.tag == "Player")
{
fadeScr.EndScene(SceneNumb);
}
}
}
@xudz
Copy link

xudz commented Aug 11, 2017

Awesome stuff! But I'm curious, why do you not disable the image after the fade is over, for efficiency's sake?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment