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Post by gonzalo on Nov 9, 2021 3:19:25 GMT
Hi, When I use the transition fx and I call it manually, I noticed that the speed of the the effect changes when I test in "Game" window (this one works perfectly), when its "Maximize On Play" (speed changes on this one, usually faster) window, and when "Build and Run" also changes the speed duration of effect. In the last one when I build the project it skips the circle effect transition exit completly. Any idea of what could I be doing wrong? Tested effect so far circle, fade This is the courutine inside gameobject teleport where I'm calling the transition effect: IEnumerator TeleportZ() {
//Stop player Inputs
playerInput.teleporting = true;
//To edit, in component on Camera are all settings
ProCamera2DTransitionsFX.Instance.TransitionExit();
//wait for animation
yield return new WaitForSeconds(waitTime);
//move player to destination
Player.transform.position = Destination.transform.position;
ProCamera2DTransitionsFX.Instance.TransitionEnter();
//wait to restore player control
yield return new WaitForSeconds(waitTime);
//restore player control
playerInput.RestoreAllInputs();
//restore var to be called only once
isTeleportingZ = false;
}
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Post by Luís Pedro Fonseca on Nov 20, 2021 8:36:06 GMT
Hi gonzalo, instead of manually adding the wait time you should hook up into the TransitionsFX extension events. I'm not seeing anything that could make them screen size dependent. Can you replicate this issue in a project with just ProCamera2D?
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