Fade effects blink at the beggining

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jezevcik88
Posts: 9
Joined: Mon Nov 03, 2014 3:21 pm

Fade effects blink at the beggining

Post by jezevcik88 »

Hi Tony,

I'm using simple sequencer fade commands, from Sequence Trigger (trigger onStart) .

It's used during intro camera animation after new sceneload.



Problem with the Fade(out,...) function - instead of going to fade out, it for a blink displays completly black screeb (like for 50miliseconds) then goes to normal and starts to fade corecctly.



Same is for Fade(in) but in reverse, instead of going from black to normal, for a blink moment it displays normal and then black fades to normal.



Problem is with this blink images before actual fades start.





Sequence is like this

Fade(in,1, #000000);

Fade(out,1, #000000)@12;

Fade(in,1, #000000)@13;



Did you noticed somethink like this or this might be some issue on my versions?



It does also on produced build on other computers.



Thank you

Regards

Martin
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Tony Li
Posts: 20769
Joined: Thu Jul 18, 2013 1:27 pm

Fade effects blink at the beggining

Post by Tony Li »

Hi Martin,



Untick "Wait 1 Frame". This is ticked by default in case your sequence references GameObjects that aren't ready until after they run Start(). If you untick the checkbox, the sequence will run on the first frame.
jezevcik88
Posts: 9
Joined: Mon Nov 03, 2014 3:21 pm

Fade effects blink at the beggining

Post by jezevcik88 »

Hi Tony, thank you and where should I look for this tickbox? I couldn't find it in dialogue manager, nor in the sequence trigger. :)



Thank you
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Tony Li
Posts: 20769
Joined: Thu Jul 18, 2013 1:27 pm

Fade effects blink at the beggining

Post by Tony Li »

It's on the Sequence Trigger. It's a fairly recent addition. If you don't see the checkbox, please update to the latest version on the Asset Store.



Edit: There was also an intermittent timing issue that's fixed in v1.4.1.
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