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Writer's pictureРостислав Кейван

Fade in and out of the screen

Updated: Sep 4, 2023

Hello keep-framers, in this topic I will tell and show how the transition to another scene was made in my project VR_110423.



What is screen fading - it will sound trivial and pretentious, because each of us is well acquainted with this "thing" if not from games, then definitely from the cinema.


Example in The Fellowship of the Ring

 

FADE IN


Smooth transitions are often used to show the changing scenery. In many ways, fade-in (and fade-out) has its roots in the theatrical setting, when the lights go out to have stagehands move the sets around so the audience can't see.


IN PROJECT


For my project, this is necessary because of user comfort when you start a new scene or is it an action point when we cut off abruptly at the most interesting and intriguing place in order to create engagement in the frame. Or in other implementations, this gives us a blink effect to smooth out our abrupt transitions, such as when teleporting a player.


Many other transitions differ from each other in different designs. To do this, use the mask of the floor shape on the screen.


If you are not using the transition in your own VR project, get ready to face complaints from users that your application causes simulator sickness. The statistics and experience of the pioneers of VR game developers do not fail.


Fade in and out is an important part of almost every composition, it can give a cinematic look to your scene, whether it's a movie or a game.


I used this effect to transition from one scene to another, follow the link if you are interested in how the menu game scene was created, and we will look at my implementation in the video below.


Fade in and out in my project

 

SCENE LOADING CONCEPT


To load the scene, I used adaptive loading, this is when two scenes are loaded asynchronously. The first one stores the required data for our synchronization with the movement of the character, and the other stores the data about the current scene that we want to load, in my case this is the Game Menu.


After loading the second scene of the game menu, the menu scene becomes Active, the active scene is the scene in which the gameplay part of your game takes place, consider that, while the first scene is not deleted and not loaded, but remains inactive, because of this we loaded the menu scene adaptively, maybe asynchronously, our character is already in the menu scene, but its data is still in the first inactive scene.


This makes it difficult for me to further my development. We cannot get data and assign it to variables and properties in the first inactive scene. But as for me this implementation helps in the future, you will learn about it in another blog.


Thus, we are in the game menu and want to load the first scene of the gameplay level, since the first scene stores our character’s data when the gameplay level is loaded, the menu scene is loaded and the gameplay scene is loaded, then this scene becomes active.


Since all this time the character data is still in the first inactive scene, the character data is loaded into the gameplay adaptive game scene.


Sample loading of addative scene

An example of loading an asynchronous additive scene

 

That's all for now, thanks for reading to the end, I hope you were interested. See you in other development topics.

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