@reveriejake No fade in or fade out. I didn’t tinker with no lighting settings. Funny thing is, I built the game to test it, and the dark lighting goes away…
I’ve noticed that in the darkened shots, there is an additional “GameControl” object in the scene. Could it be that it is some leftover object, perhaps by using DontDestroyOnLoad()?
I’ve tested with out GameControl script, so from the main menu scene, there is a GameControl, and the continues into the next scene (The next scene has no GameControl).
In the built game, there is no way to randomly select a scene and run it as the first scene. The Unity player always plays the first scene that has been specified in the build dialog.
What I’m trying to say is, did you try playing your scenes exactly as they will be played in the built game? For example, in my games, I have a “logo” scene that always comes first. But in the editor, I’m always skipping it because it can get on my nerves if played every few minutes.
I just saw a tutorial yesterday, and they said that after you create an object with a light, even if you remove that object, it turns off the world inherent light (the lightbulb at the top)
I have a similar effect when I add a button to my scene. It looks like a semi-transparent tint is displayed over the screen. If i duplicate my buttons, the screen will eventually be opaque.
Do you have a UI button in the scene when you come in from the menu? Removing the buttons while the game is running removes this tint in my tests.
Hey, in the main menu I have multiple buttons ui elements. These elements are destroyed before entering the next scene, however my game level has HUD button elements.
I’ve tested transition from Main menu screen, to a game level with no ui elements nor object. Same tint over lay.
I have tested transition from a fresh scene, to a new fresh scene, still I get the tinted overlay.