I use a super simple event to fade a gameObject with a sprite renderer, on trigger enter using a object as actor and using the fade object node setting its alpha to 0.3 from current color and then another event which is exactly the same except it triggers on exit and sets alpha to 1. Everything works as expected. But if I change the actor to a tilemap it doesn't work. In the inspector you can see that the sprite renderer has the color property while on the tilemap the renderer component doesn't have a color property, the color property is on a component called Tilemap. I'm guessing this is why it doesn't work, but how do I then get my hands on the property on the tilemap component?
Edit: I forgot to ask if I can use the variable to variable node for this purpose, also can I use the variable to variable node to cut back on the trigger enter/trigger exit events? if I use the local variable to get the color property, not sure if it works like that.
Hm, is the used shader of the renderer/material able to fade alpha values (i.e. opaque)?
Post edited by gamingislove on
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Yes if you use the alpha slider on the color it works as expected. https://imgur.com/a/64SExi4 I'm using URP and the material is the sprite-lit default and I have a 2d global light so everything seems to be working. I just cannot seem to change the alpha via nodes
Edit: Did a quick test with a newly created standard URP project (Unity 2020.3), didn't include the sprite-lit default material, but worked fine with the Sprites-Default material that was set in the newly created tilemap.
Post edited by gamingislove on
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You're right I just tried it and it works, also it works with sprite-ulit-default, however that doesn't explain that a sprite renderer with the sprite-lit-default material also works when a tile map renderer doesn't. I'm confused.
Hm, where did you get the sprite-lit-default material from? At least in 2020.3 it's not part of the standard stuff - is it from some package manager import?
Though, generally, ORK treats them all the same, i.e. changing the material's color, so whatever happens with that information is up to the shader of the material.
Post edited by gamingislove on
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The sprite-lit-default and sprite-unlit-default is from the URP package Packages/com.unity.render-pipelines.universal/Runetime/Materials/Sprite-Lit-Default.mat
Hm, I've got URP package 10.3.2 (latest according to the package manager) and don't have those ...
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Which Unity version are you using? The render pipelines are a bit of a mess, depending on the Unity version they have vastly different stuff and features ...
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I'm using URP and the material is the sprite-lit default and I have a 2d global light so everything seems to be working. I just cannot seem to change the alpha via nodes
Edit: Did a quick test with a newly created standard URP project (Unity 2020.3), didn't include the sprite-lit default material, but worked fine with the Sprites-Default material that was set in the newly created tilemap.
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sprite renderer
works: sprite-default, sprite-unlit-default, sprite-lit-default
tile map renderer
works: sprite-default, sprite-unlit-default
doesn't work: sprite-lit-default
At least in 2020.3 it's not part of the standard stuff - is it from some package manager import?
Though, generally, ORK treats them all the same, i.e. changing the material's color, so whatever happens with that information is up to the shader of the material.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Packages/com.unity.render-pipelines.universal/Runetime/Materials/Sprite-Lit-Default.mat
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
The render pipelines are a bit of a mess, depending on the Unity version they have vastly different stuff and features ...
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!