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Script not working in Unity 4

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Hi, I have a death script, and it worked fine in unity 3.5.7. It would slowly fade to white then load the level again then fade out. Now in unity 4 it just instantly goes to white and doesn't load. Help please! LevelLoadFade.js /* Usage: // Load my level LevelLoadFade.FadeAndLoadLevel("mylevel", Color.white, 0.5); // Reset the current level LevelLoadFade.FadeAndLoadLevel(Application.loadedLevel, Color.white, 0.5); */ static function FadeAndLoadLevel (level, fadeTexture : Texture2D, fadeLength : float) { if (fadeTexture == null) FadeAndLoadLevel(level, Color.white, fadeLength); var fade = new GameObject ("Fade"); fade.AddComponent(LevelLoadFade); fade.AddComponent(GUITexture); fade.transform.position = Vector3 (0.5, 0.5, 1000); fade.guiTexture.texture = fadeTexture; fade.GetComponent(LevelLoadFade).DoFade(level, fadeLength, false); } static function FadeAndLoadLevel (level, color : Color, fadeLength : float) { var fadeTexture = new Texture2D (1, 1); fadeTexture.SetPixel(0, 0, color); fadeTexture.Apply(); var fade = new GameObject ("Fade"); fade.AddComponent(LevelLoadFade); fade.AddComponent(GUITexture); fade.transform.position = Vector3 (0.5, 0.5, 1000); fade.guiTexture.texture = fadeTexture; DontDestroyOnLoad(fadeTexture); fade.GetComponent(LevelLoadFade).DoFade(level, fadeLength, true); } function DoFade (level, fadeLength : float, destroyTexture : boolean) { // Dont destroy the fade game object during level load DontDestroyOnLoad(gameObject); // Fadeout to start with guiTexture.color.a = 0; // Fade texture in var time = 0.0; while (time < fadeLength) { time += Time.deltaTime; guiTexture.color.a = Mathf.InverseLerp(0.0, fadeLength, time); yield; } guiTexture.color.a = 1; yield; // Complete the fade out (Load a level or reset player position) Application.LoadLevel(level); // Fade texture out time = 0.0; while (time < fadeLength) { time += Time.deltaTime; guiTexture.color.a = Mathf.InverseLerp(fadeLength, 0.0, time); yield; } guiTexture.color.a = 0; yield; Destroy (gameObject); // If we created the texture from code we used DontDestroyOnLoad, // which means we have to clean it up manually to avoid leaks if (destroyTexture) Destroy (guiTexture.texture); }

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