Unity scene transition effect with AssetBundleManager.LoadLevelAsync() - c#

I know there is a scene transition effect between scene for normal scene load from SceneManager, but how about assets bundle scene load ?
This is example of scene transition for normal scene load.
https://github.com/prime31/TransitionKit
But I can't find anything that related to assets bundle scene transition. I try to modified the code but it does not work since I don't really understand assets bundles structure.

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PUN + Standard assets character controller

So, I have 3 scenes a singleplayer scene, a multiplayer scene and a menu scene. When more then one player joins onto the multiplayer scene they both move in the exact same direction. The deafult PUN character controller does not work very well + the tutorial I am using uses the standard assets character controller (which I know is outdated). I think it may be to do with the photon transform view which is nececary for multiplayer wheras in singleplayer without photon transform view/photon view, it works perfectly.
I have tried Changing what is synced but when you exit and reload the prefab nothing has changed.
Please help
Here is a video of my prefab.
https://github.com/JimmyBinoculars/stack/blob/main/2022-12-04%2010-40-33.mkv

Unity animation is too fast when exporting from Blender

I'm trying to export the tree animation I made in Blender with the Sapling Tree Gen plugin to Unity. In Blender everything is normal, but when I play the animation in Unity it's too fast. I already tried locking the Unity framerate to 30, but it doesn't change. Is there a way to slow down the animation?
Yes,
first make sure you have made an animator component for your object(tree), then create an animator controller in your assets folder and open it, then add the default animation from your imported object to your animation controller (it should be in your assets folder) and at last, by clicking on your default animation in animator controller you have access to speed and other properties related to your object.

Scene design (color) changes after loading scene

I'm trying to make an FPS game using unity, but I've come across a problem. When I load my main scene after pressing "RESTART", it somehow causes my game to change appearance. But when I start the game from the main scene, it looks perfectly fine.. I've tried disabling Post Processing but I believe that's not what's causing the issue, I've provided some pictures of what happens when I load the main scene through the GameOver scene and when I load it through the MainScene.
Scene loaded through the press of a button ------Main Scene (what it's supposed to look like)
Your help is much apreciated
Ok, so after quite a while of messing around with the settings I FINALLY figured it out. To get rid of uneven lighting between the scenes all you have to do is go to Window>Rendering>Lighting>Environment> (make sure "Auto Generate" is UNCHECKED) and click Generate lighting!!!

Glitch when loading ARKit scene second time

I have a simple Unity scene (Scene-1) and a scene with ARKit.
I can switch between the scenes using SceneManager.LoadScene("sceneName")
When I switch from Scene-1 to ARKit scene everything is fine.
But if after that I switch back to Scene-1 and once again to ARKit scene - the ARKit scene doesn't work, looks like it stuck. I see a frozen image from the camera, though all buttons work.
Why is it happening, and is there any way to load a scene with ARKit more than ones?

Switching between scenes blocks unity camera

If i run a scene normally in unity 3D it looks nice, but if i switch to it from another scene the camera became blocked and crashed without giving me any error!! Am i missing something? I am working with unity pro 4.5.0 and Nyartoolkit .
Here are 2 screenshot of my two scenes:
the first screenshot is my second scene and the second one is the hierarchy of my first scene !!??
It's the same problem when switching from the first scene to the second scene or going back from the second scene to my first one. In all cases the camera became black as it is clear in first screenshot .

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