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Question by AMDAndrew · Oct 02, 2012 at 07:32 PM · guifadecutscene

Cutscenes in 2D

Hi,

I am trying to realize cutscenes w$$anonymous$$ch I want to look like animated manga. To be more precise : I am having 2D images and I want to play them using a script to make them fade one to another ( like old cartoons were made , almost ) with voice cover of course.

I am not very sure how to do t$$anonymous$$s. I don't know how a fading script would look like and what should I use GUI or Plane.

P.S. UNITY FREE

Thanks for help.

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avatar image Fattie · Oct 03, 2012 at 01:54 PM 0
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avatar image AMDAndrew · Oct 03, 2012 at 04:31 PM 0
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Answer by AMDAndrew · Oct 04, 2012 at 07:43 PM

You can add a GUI texture triggered by collider and Voila ! SlideShow or Cutscene script with 2d Images :

Script for everyone :

 #pragma strict
 
 var pageOne : Texture2D;
 var pageTwo : Texture2D;
 var pageThree : Texture2D;
 var pageFour : Texture2D;
 var pageFive : Texture2D;
    
 var changeImageSpeed : float = 0.2;
 
 private var swImage : Texture2D;
 var changeImageTime : float;
 
 
 //var voiceCover : AudioClip;
 
 function Start () {
     
     swImage = pageOne;
 
 }
 
 function Update () {
 
     changeImageTime += Time.smoothDeltaTime*changeImageSpeed;
     
     if( changeImageTime >= 10 ){
         swImage = pageTwo;
         }
         
     if( changeImageTime >= 20 )
         swImage = pageThree;
             
     if( changeImageTime >= 30 )
         swImage = pageFour;
         
     if( changeImageTime >= 40 )
         swImage = pageFive;
         
     if( changeImageTime >= 50 )
         Application.LoadLevel("Level 1");    
     
     
 
 
 }
 
 function OnGUI(){
         
         GUI.DrawTexture(Rect( 0 , 0 , Screen.currentResolution.width, Screen.currentResolution.height ), swImage);
     
     
 }
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Answer by Screenhog · Oct 02, 2012 at 08:50 PM

If it were me, I'd use actual mesh objects – like planes – to display the comic panels. I'd likely make a Transparent Unlit material for each unique image, changing the texture properties appropriately (Non Power of 2, for instance). The materials would be added to planes.

For animating them, my first thought would be to parent all the planes to an empty GameObject, and then animate them wit$$anonymous$$n Unity's Animation window, w$$anonymous$$ch is good enough for simple, timed motions like these. You can animate both movement and transparency in the Animation window. The animation of the comic would then be saved, played wit$$anonymous$$n the game, and paused/restarted based on user input (depending on how complicated your comic would be).

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avatar image AMDAndrew · Oct 03, 2012 at 01:47 PM 0
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Answer by AlucardJay · Oct 03, 2012 at 06:05 PM

Aah, the joys of supporting multiple resolutions and aspect ratios. Search for similar questions about iOS and supporting multiple displays, e.g. :

http://answers.unity3d.com/questions/158934/2d-ios-game-different-resolutions-question.html

http://www.google.com.au/search?q=unity+detect+what+iOS+screen+resolution

Basically you have 2 main methods. One is to create an object with a texture that when viewed by different aspect ratios it doesn't occlude any important parts of the image. The Other is first detect what aspect ratio the build is playing in, then load one of several different objects that have each been built in their own aspects. The second requires more objects, and possibly the use of the Resources folder, so consider the first =]

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