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Bug with alpha?

Discussion in 'UGUI & TextMesh Pro' started by Infernno, Aug 21, 2014.

  1. Infernno

    Infernno

    Joined:
    Dec 15, 2012
    Posts:
    104
    Hi guys.
    I need to make a fade-out effect for my label.
    Here is my code:

    Code (CSharp):
    1.  
    2. using UnityEngine;
    3. using UnityEngine.UI;
    4.  
    5. public class TweenAlpha : MonoBehaviour
    6. {
    7.     public float Speed;
    8.     private Text Label;
    9.     private float alpha;
    10.     private Color color;
    11.  
    12.     /* -------- */
    13.  
    14.     void Start()
    15.     {
    16.         Label = GetComponent<Text>();
    17.         if(Label == null)
    18.             this.enabled = false;
    19.         color = Label.color;
    20.     }
    21.  
    22.     /* -------- */
    23.  
    24.     void Update()
    25.     {
    26.         alpha += Time.deltaTime / Speed;
    27.         color.a = alpha;
    28.  
    29.         Label.color = color;
    30.     }
    31.  
    32.     /* -------- */
    33. }
    34.  
    For example:
    Speed = 3 (Fade-in effect)
    Speed = -3 (Fade-out effect).

    As i said i need to make a fade-out effect,but here is my problem : the alpha value of my label becomes immediately...let's say 'zero'.
    However, fade-in effect works fine with this script.
     
  2. pixelballoon

    pixelballoon

    Joined:
    Mar 5, 2013
    Posts:
    11
    That's because you haven't assigned alpha a value so it will always be initialised to zero.

    Rather than using a local variable you could just do:

    Code (CSharp):
    1. void Update()
    2. {
    3.     color.a = color.a + Time.deltaTime / Speed;
    4.     Label.color = color;
    5. }
    6.  
    There's potentially a few other issues in that code though, like there's no end to the fade etc...
     
    Tim-C likes this.
  3. Infernno

    Infernno

    Joined:
    Dec 15, 2012
    Posts:
    104
    Thanks! It works now.
    Well,this is just a test ;)
     
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