I think I have everything correct in my code but when I start game fader doesn’t fade in
stays like this
I think I have everything correct in my code but when I start game fader doesn’t fade in
Show us the code. Start with Portal.cs
and Fader.cs
Oh, wait. Actually, I need to see the SavingWrapper.cs
. And please paste the code, not a screenshot
using RPG.Saving;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace RPG.SceneManagement
{
public class SavingWrapper : MonoBehaviour
{
const string defaultSavingFile = "save";
[SerializeField] float fadeInTime = 0.2f;
private void Awake()
{
StartCoroutine(LoadLastScene());
}
private IEnumerator LoadLastScene()
{
yield return GetComponent<SavingSystem>().LoadLastScene(defaultSavingFile);
Fader fader = FindObjectOfType<Fader>();
fader.FadeOutImediately();
yield return fader.FadeIn(fadeInTime);
}
void Update()
{
if (Input.GetKeyDown(KeyCode.L))
{
Load();
}
if (Input.GetKeyDown(KeyCode.S))
{
Save();
}
if (Input.GetKeyDown(KeyCode.Delete))
{
Delete();
}
}
public void Save()
{
GetComponent<SavingSystem>().Save(defaultSavingFile);
}
public void Load()
{
GetComponent<SavingSystem>().Load(defaultSavingFile);
}
public void Delete()
{
GetComponent<SavingSystem>().Delete(defaultSavingFile);
}
}
}
You load the scene before fading out. It should
You also want your LoadLastScene
to happen in Start
like Sam suggested
private IEnumerator Start()
{
// Get the fader
Fader fader = FindObjectOfType<Fader>();
// Fade out
fader.FadeOutImmediately();
// Load the scene
yield return GetComponent<SavingSystem>().LoadLastScene(defaultSavingFile);
// Fade in
yield return fader.FadeIn(fadeInTime);
}
Not sure if this will help. I tested your configuration on my own game and it works (not well). Do you have a PersistentObjects
somewhere in your scene?
It didn’t helped me and Yes I have PersistentObjects in my scene after
I start a game
Sorry, I meant when it’s not running. If there’s another PersistentObjects
or Fader
in the scene when the game’s not running it can cause trouble.
Can you take a screenshot of the hierarchy (with the Sandbox
expanded) when the game is running and your screen is black like in your first screenshot. I would like to see what’s in the scene. And expand the DontDestroyOnLoad
scene, too, please
I solved this problem bro thanks for your help, appreciate man.
OK, great! Do you mind sharing what the problem was and how you fixed it?
Just copied code from commit
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