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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 which 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 this. 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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FTR many people use 2DToolkit (sounds like a broken record)

with 2dToolkit this is instant, you just set the fade from one to another

TBC there's no reason at all you can't do it without 2DToolkit, it's just so much easier

avatar image AMDAndrew · Oct 03, 2012 at 04:31 PM 0
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If I'll make my own I won't need to pay 50 $ anymore

avatar image DannyB · Oct 04, 2012 at 10:52 PM 0
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Speaking of 2D Toolkit, this is a really well done plugin worth every dollar and more. The developer is investing what seems to be his entire week working on it, improving it and supporting his users. Pay the $50, you will be doing something good both for you and for someone else... :)

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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 within Unity's Animation window, which 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 within 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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I am going to try this and if it will work good I'll accept this as good answer

EDIT: I found another problem, if the plane is for ex 800 x 600 and your res. is the same you'll have a full screen but if your res. is bigger the plane is smaller.

avatar image Screenhog · Oct 03, 2012 at 04:46 PM 0
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Are you working with multiple resolutions? Could you just display your comic over a black background, so that any bleed outside the comic is just black?

avatar image AMDAndrew · Oct 03, 2012 at 05:05 PM 0
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I'm working with 1280 but I think there will be players that will like to play with for ex 800. What will they do ?

avatar image Screenhog · Oct 03, 2012 at 05:45 PM 0
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Change the distance of the camera from the planes, possibly?

avatar image AMDAndrew · Oct 04, 2012 at 04:29 PM 0
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What do you mean ?

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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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avatar image AlucardJay · Oct 03, 2012 at 06:07 PM 0
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Sorry, to answer the actual question, use planes and swap textures for different resolutions =]

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