![]() Otherwise, we need to stop the SceneTransitionRect consuming mouse events. If your game doesn’t have mouse events, you can skip this section. Move the animation’s cursor to the end at 0.5 seconds and set the SceneTransitionRect > Modulate alpha back to 255 and add a new keyframe. Set the alpha value of the Modulate property’s color to 0.0 and add a keyframe. In this animation, the SceneTransitionRect starts completely transparent, then becomes opaque at the end. Since the SceneTransitionRect fades in and out, it takes twice as long, so the total duration is 1.0 second. Let’s name it Fade and set its duration to 0.5. You can change the Color property to any color you like, but for fading purposes, Black goes well.įor the fade animation, add an AnimationPlayer as a child of the SceneTransitionRect and create a new animation. This layout ensures the SceneTransitionRect covers the whole screen. On the Layout menu, select the “Full Rect” option. ![]() Fading AnimationĬreate a new scene and add a ColorRect as the root. The ColorRect should also fade in only when the new scene is ready to prevent the new scene from displaying too soon. To make transitions, we need to cover the whole screen and animate the transparency to create a fade effect. The idea is to locate a PackedScene in the project and perform a smooth fading transition. Here’s a quick tip to prevent breaking immersion when transitioning between scenes: make transitions! Your browser does not support the video tag. It’s common to have each level or screen saved as an individual PackedScene and use the SceneTree.change_to method to transition between them. ![]() They can be simple props, whole levels, or even the entire game world. Scenes are the building blocks of game development with Godot Engine.
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