Our new asset Beautiful Transitions is now out on the asset store. It lets you simply and easily create beautiful transitions for your UI, gameobjects and scenes with just a few clicks.
Features include:
Scene and cross scene transitions including fade and different wipes.
Camera and cross camera transitions including fade and different wipes.
Scale, Fade, Move and Animate UI elements and gameobjects.
Auto start transitions or trigger through code.
Simply create your own custom wipes in any graphics program.
Combine, chain and nest transitions.
Shake camera (or other gameobject) function.
Select from a number of preset transition curves, or add your own.
User friendly GUI with visual curves.
Full scripting API.
Easy to extend.
UI animation extensions
Integration with Game Framework including custom Actions
and moreā¦
The following videos demonstrates some of these concepts:
We have some exciting things planned for this asset and will update here with progress.
Check it out and let us know if you have any input, suggestions or comments.
v2.1.1 is out now and fixes a minor issue where under certain build conditions the shaders would not be included - shaders are moved to a resources folder and there is improved load validation.
v3.0 is now is a complete rewrite that also exposing the asset through a new scripting API (shown in the post above). We have some pretty cool things planned so keep an eye out here for updates.
NOTE: To update you will need to remove the old /FlipWebApps/BeautifulTransitions/ folder before updating, or delete the file
/FlipWebApps/BeautifulTransitions/Scripts/Transitions/GameObject/TransitionMoveAnchoredPosition.cs after updating.
Rewritten from the ground up to expose the whole API through scripting including calls and notifications.
Ok, I found the problem. This extension has a āMoveā class just like the āMultistory Dungeonā asset pack, I deleted that script (of the dungeon) and it stopped the conflict.
v3.1 is released with support for smoothing on wipes and several other improvements.
NOTE: To update you will need to remove the old /FlipWebApps/BeautifulTransitions/ folder before updating, or delete the file
/FlipWebApps/BeautifulTransitions/_Demo/DisplayItem/Scripts/TestController.cs after updating.
Improvements
Demo: Added attention button to the DisplayItem demo scene
Demo: Shake demo updated with visual controls for modifying the shake settings
v3.2 is now released and contains some important internal improvements and fixes along with the ability to specify an axis for MoveTarget to easier move multiple items.
NOTE: This version contains an important updates relating to initial transition setup. While this should not give any noticeable impact we advise taking a backup copy before upgrading. If you have any issues or problems then please contact us as listed above.
Improvements
Shake: Updated comments
Transition: Updated tooltips
Transition: Deprecated MoveTarget TransitionStep as the functionality is provided by Move (Note: MoveTarget component remains)
Transition: Added option to specify the axis on which MoveTarget should work so you can easier move multiple items (see GameObjectTransitionsDemo)
Transitions: Added RepeatWhenEnabled option for auto running transitions multiple times.
Fixes
Transition: Moved initial transition setup to before transition call to avoid possible execution order issues when using the API
Iām trying to use the Fade Transition and it isnāt working for me at all. I tried the scale transition and it was working, but no success with the fade. Here is the setup I have on a parent GUI component that has an Image and 2 Text mesh Pro text items as children:
OK, Iām trying to fade a game object now and itās not working. I can fade UI elements, but not game objects. The docs say you must have a Canvas Group as the parent, but thatās only good if Iām using UI elements. The features state the following:
Scale, Fade, Move and Animate UI elements and gameobjects
If I should be able to fade gameobjects then how can I do it? It refuses to fade them. I have a sprite object that is not a part of a UI nor attached to any canvas. The fade transition doesnāt work for it.
Hi @magique . I will look at correcting that text because as you have noticed fade only currently targets UI elements. That said it should be fairly trivial for me to make this work for sprites also. If you can drop me a mail (address is in the readme file) then I can send something over for you in advance of this feature making it into a future releaseā¦
v4.0 is now released. The big new feature this time is cross scene transitions.
NOTE: Several components and classes have been moved to different namesapces and so if you access the transitions through code you may need
to change your āusingā statements to reflect the new locations. See the change details below for further details.
Improvements
Demo: SceneSwap demo now demonstrates use of cross scene transitions
Demo: GameObjectTransitionsDemo demo now demonstrates use of sprite fading
Transitions: Cross scene transitions added for scene wipes and fades
Transitions: Fade now works with Sprites.
Transitions: All components have updated namespaces and are move under FlipWebApps.BeautifulTransitions.Scripts.Transitions.Components.xxx
Transitions: All abstract classes and components have updated namespaces and are move under FlipWebApps.BeautifulTransitions.Scripts.Transitions.Components.xxx.AbstractClasses
Transitions: TransitionHelper added TakeScreenshot and LoadScene methods.
We really like BT and incorporated it into our game, using the scene-to-scene transitions. But sometimes at the end of the transition, the wipe goes to a pure white screen and stays like that. We can hear the sfx of the scene playing, so the scene appears to be playing, but the transition has goofed up somehow and gone to white. Any ideas about that?
Hi @gecko . Thanks for buying Beautiful Transitions and glad it is proving of use. I will take a look into this issue but can you email me a screenshot of the transition configuration (address is in the readme) and let me know your Unity version and dev. OS?
Hi,
I use the cross transition for two cameras, the rect of the both cameras is not full. During transition, the screen show in transition for the second camera is sketched and black space is appear (seems it render as full rect). Are there any workarounds? Thank you!