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Unity 2021 Cookbook - Fourth Edition

You're reading from  Unity 2021 Cookbook - Fourth Edition

Product type Book
Published in Sep 2021
Publisher Packt
ISBN-13 9781839217616
Pages 816 pages
Edition 4th Edition
Languages
Author (1):
Shaun Ferns Shaun Ferns
Profile icon Shaun Ferns
Toc

Table of Contents (15) Chapters close

1. Displaying Data with Core UI Elements 2. Responding to User Events for Interactive UIs 3. Inventory and Advanced UIs 4. Playing and Manipulating Sounds 5. Creating 3D Objects, Terrains, Textures, and Materials 6. 2D Animation and Physics 7. Characters, Game Kits, and Starter Assets 8. Web Server Communication and Online Version Control 9. Controlling and Choosing Positions 10. Navigation Meshes and Agents 11. Cameras and Rendering Pipelines 12. Shader Graphs and Video Players 13. Advanced Topics - Gizmos, Automated Testing, and More 14. Particle Systems and Other Visual Effects 15. Virtual and Augmented Reality (VR/AR)

Destroying objects when fading is complete

If fading to invisible is how a GameObject communicates to the player that it is leaving the scene (completed/dying), then we may want that GameObject to be destroyed after the fading process is completed. Let's add this feature to our code.

Do the following:

  1. Add a new public Boolean variable to our script (default to false):
public bool destroyWhenFadingComplete = true; 
  1. Add a new EndFade() method that sets isFading to false and then tests whether the public destroyWhenFadingComplete variable was set to true and, if so, destroys the GameObject:
private void EndFade() {
isFading = false;

if(destroyWhenFadingComplete)
Destroy (gameObject);
}
  1. Refactor the FadeAlpha() method so that it invokes EndFade() when the fading is completed (fadeProgress >= fadeDurationSeconds):
    private void FadeAlpha()
{
float fadeProgress = Time.time - startTime...
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