hi, thanks for both of your reply. @mrbdrm:
I’m not familiar with playmaker, and i think the problem is that i can’t make my package depends on other packages, right?
it’s only one line of code, Though i have not used playmaker yet, i think it’s easy to add such action:)
hi, dev
I haven’t considered this situation.Thanks for your reply.
currently it only support transition in one scene, i will try to add this feature in next version.
Edit:
Done, have found a simple solution to do this job, I’ll submit it later.
I just submitted version 1.0.1
version 1.0.1
-Fixed: you can add transition with different scene camera now.
Just set the camera type to “MainCamera”.Then each transition will use the active scene’s main camera automatically.
check out the “TransToDiffScene” scene to know how it works, don’t forget to add scene “DiffScene” to your building list.
this version should available on asset store soon:)
@Alf203
1, Yes, this package included all the c# source code.
2, TransitionTK can be used in different scenes, so it is possible to transition between scenes, but it doesn’t contain some function like “LoadScene(string name)” to do all the job. you need to do it manually. e.g, a simple fade in transition to another scene:
before loading another scene: XTransitionToolkit.AddTransition(“FadeOut”);
loading your scene;
when the scene is loaded: XTransitionToolkit.AddTransition(“FadeIn”);
version 1.0.1 is still pending review, this version contains an example scene to show how to translate between different scenes.
hi, all
i just submitted version 1.0.2 which fixed the bug that transition effects can be only apply to main camera.
it can be applied to any camera now
@angel_m:
yes, it does.
I just submitted version 1.0.3, it should be available in asset store soon.
In this version,a new scene named “Javascript_Call” demonstrated how to use TransitionTK with JS.
Hi, can you set the effect to be applied on all cameras. Because I render GUI, ParticleFX in different cameras, then if it works on one camera, that’s not good.
Hi, Robin,
I’m sorry it’s a bit difficult to achieve this function, because the transition effect is based on camera’s post-process effect.
But, you can change the main camera’s “culling mask” to “everything” before transition, when transition done, change it back.
I think this solution will work for you:)
This might not work too well because the different camera is to address sorting/positioning/blending if I can render at main camera, I would have done so. Can you render to a render texture and then put it in?