Hi,
I have a cube which has its box collider set to ‘is Trigger’ and a Rigidbody component (to make the Trigger work) which moves forward towards some stationary objects which also have box collider components.
I am going to have a camera moving towards these objects and want the objects to fade to transparent when they approach. For this, I have created a trigger that will cause any objects that collide with it to gradually become transparent. So far, the trigger detects the objects fine and on doing so creates a temporary renderer object to reference each object’s renderer. I then create a Color object with transparency to apply to their renderer.
Now, the objects change colour just fine but their alpha does not change. I have a suspicion that I have to use a shader for this, but am not sure how to apply one if this is the case.
Also, if anyone can suggest a more elegant method for fading objects approaching the camera then that would be great too. I would like to try to avoid using iTween as am trying to learn the ropes.
Thanks in advance.
void OnTriggerEnter(Collider theCollision) { if (theCollision.gameObject.tag == "Obstacle") { Debug.Log("Trigger collided with an Obstacle"); Color transparencyColor = new Color(1, 1, 1, 0.01f); Renderer tempRenderer; tempRenderer = theCollision.renderer; Debug.Log("tempRenderer.name = " + tempRenderer.name); tempRenderer.material.color = transparencyColor; } if (theCollision.gameObject.tag == "Player") { Debug.Log("Trigger collided with the Player"); } }