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Fade(unstay) doesn't work as intended for me

Posted: Tue Nov 09, 2021 3:50 pm
by Abelius
Hi there,

As the title says, I'm having problems with Fade(unstay)

I'm using it to do fade ins, obviously, but I also wanted that if DS has already faded in the screen previously, it doesn't do it again from zero alpha, as it's supposed to happen when using that keyword instead of just "in".

But that's not happening in my case. I get a rather ugly flash to black followed by a fade in.

Is there any requirement for this to work, other than always using DS to fade out/in?

For the fade outs I'm using "stay", btw.

Thanks.

Re: Fade(unstay) doesn't work as intended for me

Posted: Tue Nov 09, 2021 6:03 pm
by Tony Li
Any errors or warnings in the Console?

I just tested this sequence, and it works correctly without a flash:

Code: Select all

Fade(stay);
Fade(unstay)@2
Are you doing something between the Fade(stay) and Fade(unstay) that might do something to the Dialogue Manager's "Canvas (Fader)" child GameObject?

Can you try importing the latest SequencerCommandFade.cs from version 2.2.22? Here's a copy:

DS_Fade_2_2_22.unitypackage