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Question by Rosscoe3 · Jun 30, 2015 at 09:34 PM · spriterenderercontrolopacity

Sprite Renderer Control Opacity

Hello all.. Im trying to find out how to control the opacity of an object.. here is my script:

using UnityEngine; using System.Collections;

public class RainDestroy : MonoBehaviour { public float deathTime;

 void Update () 
 {
     Destroy (gameObject, deathTime);
 }

}

I am accessing a variable with a time value.. How do i overtime.. control the Sprite renderer to fade the object into zero opacity?? Thanks!

-Ross

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Answer by Dave-Carlile · Jun 30, 2015 at 09:50 PM

You can use a Coroutine for this..

 IEnumerator FadeAndDestroy()
 {
   float timer = 0;
   while (timer <= 1.0f)
   {
     timer += Time.deltaTime;
     // TODO : set your renderer color to new Color(1, 1, 1, 1.0f - timer)...
     // the last value is alpha and this will change it from 1 to 0 over 1 second
     yield return null;       // wait for next frame
   }

   Destroy(gameObject);
 }

When you're ready to destroy the object, kick off the coroutine...

 StartCoroutine(FadeAndDestroy());


You'll need to tweak some things to make sure the coroutine has a reference to the game object, and if you want a delay longer than 1 second you'll need to scale the alpha value in the color so it goes from 1 to 0 over the course of n seconds. I'll leave that as an exercise for the reader.

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avatar image Rosscoe3 · Jun 30, 2015 at 10:02 PM 0
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This worked perfectly!!! thanks!!!

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