Hello guys, while I was looking for how to create a transition between different screens using the new UI system I found the following tutorial:
http://docs.unity3d.com/Manual/HOWTO-UIScreenTransition.html
There it present the transition by using Mecanim and animation clips to control the Canvas parameters. While it looks pretty interesting to have access to a lot of variables with those animation curves (spinning fadeout yay), the tutorial is really poor. It lacks explanations and contains a lot of broken links. It goes through some points where it could give more details and I am with problems with the Mecanim part.
Basically I did the following steps:
- Create a common canvas with a simple text
- Open the Animation Tab
- Select the canvas in the scene’s hierarchy, then go to the animation tab and click on “Add Curve”
- Save a new .anim object to represent the canvas Opened
- Insert the same parameters for anchors as showed in that weird tutorial on the keyframe 0 in the animation tab
- Repeat steps 2-5 but with parameters of a closed canvas in a different .anim file
- Insert an Animator ( where I’ll insert the .controller file from step 8) on the canvas object
- Create a .controller with the states “Opened” and “Closed”
- state “Opened” receives the .anim with the opened parameters
- state “Closed” receives the .anim with the closed parameters
- Create a transition between those states
Then I press to preview the transition and nothing happens. Also sometimes when I try to manipulate the variables in the Animation tab it seems to glitch the values, some times it shows “0” from all variables defined there and other times it shows the values that I defined before.
So how should I create that animation system described in that tutorial? The words “Animation” and “UI” (thanks Unity3D team) are too generic so I couldn’t find any tutorial about it. If you know some tutorial about it please let me know? If you are part from the Unity3D staff please remake that tutorial page.
Thanks for the attention guys.