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Support / Re: new sprites are invisible ( or !isVisible ) for two frames
« on: September 06, 2012, 04:24:50 pm »
well it's on scene load that this sprite/fade overlay is visible and then alpha fades away. i.e. frames 1,2,3... Kind of hard to avoid. I think it'd be the same for a loading screen overlay that you fade away too when the level is finished loading.
right now in ORC, I think this "problem" is covered by the fact that we have some UnloadUnusedAssets and other stuff that's called when the previous scene is still running and somehow, Unity skips frames and it's not apparent. Our FadeOverlay is a persistent game object which *does* work.. However, every now and then on the first real level load when we instantiate the fade overlay, you can see it. In this little prototype we're working on, it happens every time, so it's easy to get annoyed by it hehe.
FYI I tried an FBX mesh that's a quad and rendered to the GUI camera covering the screen. Same thing.. ( so it's a Unity thing ). Maybe it's the culling on an orthographic camera or something.
I think the solution is to break down and go back to my GUI.DrawTexture version.. I had tried to eliminate all Unity gui calls from the game, but i think in this case, it won't hurt.
right now in ORC, I think this "problem" is covered by the fact that we have some UnloadUnusedAssets and other stuff that's called when the previous scene is still running and somehow, Unity skips frames and it's not apparent. Our FadeOverlay is a persistent game object which *does* work.. However, every now and then on the first real level load when we instantiate the fade overlay, you can see it. In this little prototype we're working on, it happens every time, so it's easy to get annoyed by it hehe.
FYI I tried an FBX mesh that's a quad and rendered to the GUI camera covering the screen. Same thing.. ( so it's a Unity thing ). Maybe it's the culling on an orthographic camera or something.
I think the solution is to break down and go back to my GUI.DrawTexture version.. I had tried to eliminate all Unity gui calls from the game, but i think in this case, it won't hurt.

I'll investigate some more.. and probably remove the static reference.