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Feature Request Merging multiple sprite draw calls for fade-in / fade-out

Discussion in '2D' started by Sinister-Design, Mar 2, 2023.

  1. Sinister-Design

    Sinister-Design

    Joined:
    Sep 19, 2015
    Posts:
    66
    This feature is now supported in Godot 4.0 under the moniker "CanvasGroup" (see here or here). I have not found any way to do this in Unity, which is unfortunate as I've been wanting to do this for years. Therefore, consider this my request for Unity to implement its own version of this feature.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    39,571
    Did you even look?!!!

    It's actually even CALLED the same thing!
     
  3. TomTheMan59

    TomTheMan59

    Joined:
    Mar 8, 2021
    Posts:
    356
    Sinister-Design likes this.
  4. flasker

    flasker

    Joined:
    Aug 5, 2022
    Posts:
    193
    hes right, even you made a workaround to try to fix this using render texture
     
    Kurt-Dekker likes this.
  5. WilsonCWong

    WilsonCWong

    Joined:
    Mar 20, 2013
    Posts:
    35
    +1, I've been wanting this feature for a long time. The only way to do this in Unity that I know of is to render the sprites to a RenderTexture, use that as the SpriteRenderer's texture, and then apply the material on that. It's not great.
     
    Last edited: Mar 2, 2023
    Sinister-Design and TomTheMan59 like this.
  6. Sinister-Design

    Sinister-Design

    Joined:
    Sep 19, 2015
    Posts:
    66
    Are you in the habit of going around these forums leaving rude, obnoxious, and ill-informed comments for other developers? I use CanvasGroups all over the place in Unity--I can assure you that they do not work on all sprites. I want something that will work on Image objects, not just buttons.
     
    TomTheMan59 likes this.
  7. Igotlazy

    Igotlazy

    Joined:
    Jan 15, 2018
    Posts:
    70
    The fact this isn't within the engine is criminal. Please Unity.