02-20-2017 10:56 PM
IEnumerator FadeOut()
{
float elapsedTime = 0.0f;
Color color = fadeColor;
color.a = 0f;
fadeMaterial.color = color;
isFading = true;
while (elapsedTime < fadeTime)
{
yield return fadeInstruction;
elapsedTime += Time.deltaTime;
color.a = Mathf.Clamp01(elapsedTime / fadeTime);
fadeMaterial.color = color;
}
isFading = false;
}
02-20-2017 11:20 PM
02-20-2017 11:39 PM
GEMISIS said:
We're using a custom version of the fade script that handles fading in and out, as well as callbacks for when fading is completed. You'll need the Oculus included "Unlit Transparent Color" shader, but other than that it should be okay to use. If there's an issue from any Oculus staff with me sharing this script, just let me know and I'll take it down, but otherwise you can feel free to use it from here. Our code is basically the same as yours, so I'm not entirely sure why it wouldn't be working off the top of my head, so maybe give this a try to see if it fixes your issue.
03-07-2017 09:44 PM
03-07-2017 11:03 PM
11-15-2020 01:06 PM
11-15-2020 01:07 PM
huiyun.chen said:
It looks like this now in the unity. Anyone can help me? I have been work on this issue for many days, I AM SO TIRED OF IT.Also, the controller cannot work. I can't walk or run or climb in unity with playercontroller. All it can do is show himself.
02-18-2022 08:15 AM
Were you able to fix it ? I am facing exact same issue.. THanks