edited September 21 in ORK Support
I've setup a new Unity project to test out a scene transition.

The machine in the scene has a "Fade Screen" node Linear fade to Black with 2 Second timer, got it linked to an auto start machine with no Start Delay with a debug letting me know it's occurring.

The node fires off with the debug message, then it goes to fade but the screen fades instantly instead of the 2 seconds I've set as the timer.

This is a fresh unity scene but has the setup of the 3D RPG Playground to get in to test it quickly. Any ideas what could be causing this?

edit: Okay not sure if it's just visually slightly delayed when entering Play Mode in Unity because I tried increasing the time to 7 seconds from 2 and it shows the fade. It also shows the fade if I setup a small start delay on the auto machine.
Post edited by supportreport1 on
  • Yeah, entering play mode in Unity somewhat disrupts this, as it already starts stuff but doesn't catch up with the visuals yet. If you e.g. add a start delay the fade will work correctly - or start playing from a different scene before loading into your game scenes.

    Not using domain reload in your Unity project will also make this better.
    Generally, this is only happening while playtesting in the Unity editor, so not really an issue for builds.
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