6:11 instead of creating a new animation, you can put the same animation 2 times to the Animator Controller and in the second animation set "Speed" to "-1" in the inspector :).
That is definitely true! But for many animations you want the start and end to be different, not just inverted. Such is the case with the CircleWipe for example :)
"the first thing we are going to do" 2:11 "now we are ready to animate" 4:36 "let's go ahead and create a level loader script" 9:20 "All of the code we are going to need" 13:48
@@josepgc1183 let's say, you tried doing this on your own, but came across an error while coding. do you really think, everyone wants to spend 13 minutes just to get one single error fixed, when you could've fixed it in less than 3 minutes. Timestamps are not "insulting", they are just for people that want to speed up the process. Edit: I could go way in depth, but I just don't want to waste my time on someone that is serious about timestamps insulting the creator, I'll just skip to the end💀
I accidentally found a way to make cool transitions (for a cancelled game long ago). Create a bunch of angled boxes with a flat black material covering the whole view of the camera, then animate the near clip plane and that's it. (if you need to have objects near the camera in your game use a second camera to render only the transition) The first transition I created was a bunch of regular boxes 45º to the camera, it looked like a lot of small triangles growing on the screen until filling it completely. Then I moved some rows a bit closer so the some small triangles would appear first creating in a swiping effect. After playing a lot with the concept I ended up creating a custom model in Blender to have a very cool looking transition with shapes swiping and growing from different angles. The possibilities are endless and they are very fast to create.
Y'know... When I started I'd have to come to this channel to understand EVERYTHING... Now... I added this feature to my game entirely by my self, making educated guesses from what I previously knew and it worked first time. I have you to thank for this, I actually have learned and made progress on what will be my first fully complete, fleshed out and time consuming project. I'm going all out on this game, but it's not something I plan to release in a month, but probably two years to give me enough time, and that's because of everything I've learnt from you!
Ps: using the animator on a UI canvas "dirties" it even if nothing is going on because of the transform of the UI elements are being changed by the animator per frame; causing a recompute of all another elements in the same canvas which gets hairy in complex hierarchies. A good practice to improve performance is to make your scene transition in another canvas rather than the one in your UI and toggle on/off when needed.
When you disable a canvas, everything instant disappear.... and my solution is the opposite of yours (if your transition is in a second canvas (= you already had one), be careful to put your transition into your first canvas otherwise it wont work (Unity v2021.1.7)) but you are probably right: just showing a basic menu will eat up all the phone's battery... I have no simple solution for this. Maybe insert the "transition canvas" in CSharp when you want to fade out?
For some reason my animation plays, and then the scene doesn't transition. any help would be nice. thanks! (unity version and code --> ) 2019.2.2f1, using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class LevelLoader : MonoBehaviour { public Animator transition; // Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.G)) { LoadNextLevel(); } } void LoadNextLevel() { StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1)); } IEnumerator LoadLevel(int levelIndex) { //play animation transition.SetTrigger("Start"); //wait for it to stop yield return new WaitForSeconds(1f); //pauses coroutine for 1 second } }
Try This: using UnityEngine; using UnityEngine.SceneManagement; using System.Collections.Generic; using System.Collections; public class Start : MonoBehaviour { public Animator transition; // Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.G)) { LoadNextLevel(); } } void LoadNextLevel() { StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1)); } IEnumerator LoadLevel(int levelIndex) { //play animation transition.SetTrigger("Start"); //wait for it to stop yield return new WaitForSeconds(1f); //pauses coroutine for 1 second SceneManager.LoadScene(levelIndex); } } You are just missing the SceneManager.LoadScene(levelIndex);
Just saying, it's not a really good idea to animate UI elements. If an animator is on a UI element, even if it's not animating, it will update all of the attached UI every frame. It's pretty bad for performance, especially if you have a lot of UI elements on your canvas. Tweening is a better way to do it, and popular ones like DOTween and LeanTween do the same job very well at a much lower cost.
But tween has its cons that not every effect can be "DO" without paying for the pro version. And even when you buy the pro version, there are still effects that it can't do😮
Hint that worked for me: if your transition is in a *second* canvas (= you already had one), be careful to put your transition *into* your first canvas otherwise it wont work (Unity v2021.1.7)
@@kartman146 so uh what do i need to do? i have 2 canvas as well and the transition doesnt work well in my project....i alr sort the order but it still doesnt work
Amazing tutorial! Screen transitions are seemingly a detail in games but it makes the experience much more comfortable than just switching from one scene to another. I put this script and animation into a prefab with my camera and can comfortably use it in any scene. Truly your channel makes stuff seem easy ♥
When swapping scenes for my game I used LoadScene(’Insert Level Here’) as an on-click function for my buttons. The transition might not be hard, but upon using a loading screen as a transition, you might need to look at both this tutorial and the loading screen tutorial.
@@AhmadRaza-ge3mc But this code will run the fading animation with different speed on different computers because of CPU clock frequency, and using animations you can set the exact amount of time.
I wanna check out Unreal. I had a job interview last week and the couple guys that did my interview were pretty praising of it (and they had come from Unity, so it's not like they didn't know anything about Unity). Just made me wanna at least check it out at some point. They also said there's a free version of it too which I didn't know.
This is brilliant, I love how once it's set up you can create just about any transition as long as you can make it in the animator. Definitely something I'll be making use of.
I was thinking of this when I started that CUBETHON game in your tutorial , now I'm making FPS game , I love you man , you are so good for us and for unity community ..
@@Brackeys Hello sir! My team is struggling with making a viewing frustum for the AI in a top down 2d game. Could you please make a tutorial on that? I see a lot of complicated math involved and would love to see it being broken down and made easier. Your other top down tutorials were excellent! Please consider making this one if you can. Thank you!
This is so weird... I was just looking for a tutorial on this, like TODAY. And what do you know, Brackeys provides. Thank you so much mate, don't know what I would do without you!
This is super useful, especially for my game, because switching a scene without a transition is super rigid and is quite ugly. This helps immensely, so thanks again Brackeys :)
If anyone is having trouble: remember when animating to select the crossfade object to create the animation, right click the animation tab and LOCK IT, then record and change the Image alpha. Been stuck trying to do this for about an hour xD
All the code for the basic fade in and out using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class LevelLoader : MonoBehaviour { public Animator transition; public float transitionTime = 1f; // Update is called once per frame void Update() { if(Input.GetMouseButtonDown(0)) { LoadNextLevel(); } } public void LoadNextLevel() { StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1)); }
idk why but i wrote all the exact same code and it was showing some errors in unity but when i copied and pasted ur code it worked! u sir are a magic man
That looks effective. I had built transitions into my game by drawing on the screen with the classic IMGUI instead of a canvas. The animation was entirely controlled through code, but I didn't have to add any special objects to my scene, much less any that were visually in the way in the editor. (They were controlled through a game manager script that was set to not destroy on load.) And since it was all animated through code, I also created a number of transition effects that would be more challenging to create through the animator.
Awesome tutorial as always. I ran into a bit of an issue, when I was loading one of my scenes, it just stayed black. I wasn't getting any errors oddly enough. I found out that my scene was named something like "FirstScene" but I was trying to load "FirstScene1" so it was just loading a black screen. So if anyone is having that issue, double check your spelling and references. Hopefully it'll help someone.
My words can not describe how much I want to thank you for what you did to me, you really did help me to improve my life. When I start to earn money, first thing I will do is donating 100$ to your website. Really thank you.
Anybody following the exact same steps with a later version of Unity, and experiencing a problem where the transition seems to skip the "fade to black" / start animation, and goes straight to the end animation? I've reviewed the tutorial three times now and I can't figure out what's wrong. Alone, the animations seem to work fine (and no looping) when I preview them in the Animation window or in the controller, but even after unchecking hasExitTime and setting transition duration to zero, this is still not working. Looks like there's a problem with SetTrigger or the animation itself.
At the point of my game needing to change levels, my scene is quickly and only partially fading out/in, waiting, then doing scene change. For some reason it's not scene changing during the fade out/in...
If you don’t want to use a coroutine for some reason, another way you can do this is with keyframe events. From your script, have a method that starts the animation. Then, on the last keyframe of your animation, set up an event that will fire off a method to load the next level.
Interesting to see you remake a video about something you already did 2 years ago less elegantly. If you go through the trouble of creating a loading screen, then please do the async method for performance's sake.
Ay yo brackeys I am trying to start making game this might surprise you but I am a 11 YR Boy and I want to start early and I do not want give up like some of my past friends in reality fun is what really drives me to success in life bro.You are really awesome
Dude that's so cool! My top-down shooter will feel much better with such animations in the menus! Honestly I wouldn't have even known how to create a project without all of your help from those awesome tutorials! Thank you! Also I could use some help with a Line of Sight effect using meshes and raycasts tutorial, would be great if you make one soon!
imma be real with you, chief. Your videos have inspired me to attempt to self learn c# at quite a young-ish age and practice making games and coding all the features in. Keep up the amazing work!
Watching and I was like, "Alright, informative as always. All is well." then all of a sudden "literally" shows a picture of Chris Traeger from Parks and Recreation. :p LIKED.
I am so happy your channel exists, i wouldn’t even be able to use unity without your channel
Phoenix Gude True
Phoenix Gudhello
He best channel
s mornningshana:-)
literally had this exact thought
I swear, every time I need to add something to my Unity game, you make a video about it on the same exact day.
same
Same, I was just stressing on it.
Me too!
Me too it always happend
Look for a @Brackeys package in your package manager. Now you know why.
6:11 instead of creating a new animation, you can put the same animation 2 times to the Animator Controller and in the second animation set "Speed" to "-1" in the inspector :).
Nice tips brother
Thought about it too, but creating 2 animations is easier to understand, and in this case, swap with different animations
That is definitely true! But for many animations you want the start and end to be different, not just inverted. Such is the case with the CircleWipe for example :)
@@Brackeys true
Yea, I posted this comment for people who don't know about this "trick" and who just want to reverse their animations ;).
Man it's such a shame he doesn't make videos anymore, hands down the best unity tutorials i've found on youtube
That canvas group trick for changing alpha is sick!
Just a reminder that you're literally the reason that a huge amount of game designers are able to do what they love.
So True !!!
@@paramveersingh8615 I second this statement!
"the first thing we are going to do" 2:11
"now we are ready to animate" 4:36
"let's go ahead and create a level loader script" 9:20
"All of the code we are going to need" 13:48
PepsiFruit commenting so its more visible
Obrigado!🇧🇷
I dunno man having a comment like this is a bit insulting when the video isnt even that long and you can skip around on your own
@@josepgc1183 let's say, you tried doing this on your own, but came across an error while coding.
do you really think, everyone wants to spend 13 minutes just to get one single error fixed, when you could've fixed it in less than 3 minutes.
Timestamps are not "insulting", they are just for people that want to speed up the process.
Edit: I could go way in depth, but I just don't want to waste my time on someone that is serious about timestamps insulting the creator, I'll just skip to the end💀
@@mannou38 outplayed
I accidentally found a way to make cool transitions (for a cancelled game long ago).
Create a bunch of angled boxes with a flat black material covering the whole view of the camera, then animate the near clip plane and that's it.
(if you need to have objects near the camera in your game use a second camera to render only the transition)
The first transition I created was a bunch of regular boxes 45º to the camera, it looked like a lot of small triangles growing on the screen until filling it completely. Then I moved some rows a bit closer so the some small triangles would appear first creating in a swiping effect.
After playing a lot with the concept I ended up creating a custom model in Blender to have a very cool looking transition with shapes swiping and growing from different angles. The possibilities are endless and they are very fast to create.
this guy is like the nicest drill sergeant. Plowing through the tutorial with no mercy in the most efficient way.
WHY ARE YOU DOING AWESOME TUTORIALS JUST RIGHT AFTER I FINISH MY PROJECT ! WHYYY !!!!
You're awesome x)
dan man ? is that u GOOD game !
Y'know... When I started I'd have to come to this channel to understand EVERYTHING... Now... I added this feature to my game entirely by my self, making educated guesses from what I previously knew and it worked first time. I have you to thank for this, I actually have learned and made progress on what will be my first fully complete, fleshed out and time consuming project.
I'm going all out on this game, but it's not something I plan to release in a month, but probably two years to give me enough time, and that's because of everything I've learnt from you!
Ps: using the animator on a UI canvas "dirties" it even if nothing is going on because of the transform of the UI elements are being changed by the animator per frame; causing a recompute of all another elements in the same canvas which gets hairy in complex hierarchies. A good practice to improve performance is to make your scene transition in another canvas rather than the one in your UI and toggle on/off when needed.
When you disable a canvas, everything instant disappear.... and my solution is the opposite of yours (if your transition is in a second canvas (= you already had one), be careful to put your transition into your first canvas otherwise it wont work (Unity v2021.1.7)) but you are probably right: just showing a basic menu will eat up all the phone's battery... I have no simple solution for this. Maybe insert the "transition canvas" in CSharp when you want to fade out?
For some reason my animation plays, and then the scene doesn't transition. any help would be nice. thanks! (unity version and code --> ) 2019.2.2f1, using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelLoader : MonoBehaviour
{
public Animator transition;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.G))
{
LoadNextLevel();
}
}
void LoadNextLevel()
{
StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1));
}
IEnumerator LoadLevel(int levelIndex)
{
//play animation
transition.SetTrigger("Start");
//wait for it to stop
yield return new WaitForSeconds(1f); //pauses coroutine for 1 second
}
}
Try This:
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
using System.Collections;
public class Start : MonoBehaviour
{
public Animator transition;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.G))
{
LoadNextLevel();
}
}
void LoadNextLevel()
{
StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1));
}
IEnumerator LoadLevel(int levelIndex)
{
//play animation
transition.SetTrigger("Start");
//wait for it to stop
yield return new WaitForSeconds(1f); //pauses coroutine for 1 second
SceneManager.LoadScene(levelIndex);
}
}
You are just missing the SceneManager.LoadScene(levelIndex);
Anonymous Crab it works thanks! I can’t believe I was so dumb
@@TurboAlligator turbo i goeilla tag to
Just saying, it's not a really good idea to animate UI elements. If an animator is on a UI element, even if it's not animating, it will update all of the attached UI every frame. It's pretty bad for performance, especially if you have a lot of UI elements on your canvas. Tweening is a better way to do it, and popular ones like DOTween and LeanTween do the same job very well at a much lower cost.
How about manipulating opacity on images?
But tween has its cons that not every effect can be "DO" without paying for the pro version. And even when you buy the pro version, there are still effects that it can't do😮
This man is the reason I made my first “game”. Thanks Brackeys!
This channel still provides value. I think for the next 10 years, it's going to provide a lot of value.
Hint that worked for me: if your transition is in a *second* canvas (= you already had one), be careful to put your transition *into* your first canvas otherwise it wont work (Unity v2021.1.7)
Bro you are a life saver. I was like what the hell am I doing wrong lol. Can confirm this was my problem and you solved it. Thanks!
Also, if you're like me and have two canvas and have issues with them overlapping each other, *remember to modify their sort order in the inspector*
@@kartman146 so uh what do i need to do? i have 2 canvas as well and the transition doesnt work well in my project....i alr sort the order but it still doesnt work
what do you mean by putting the transtition? what part do i need to move?
two years later, still saving the day. thank you!
Amazing tutorial! Screen transitions are seemingly a detail in games but it makes the experience much more comfortable than just switching from one scene to another. I put this script and animation into a prefab with my camera and can comfortably use it in any scene. Truly your channel makes stuff seem easy ♥
we will miss you brackeys :(
Feels weird coming back here knowing there probably wont be another video released here for a long time at least
R.I.P Brackeys December 2012 - September 2020 He had a good 8 Years... D;
I know I'm not dumb lol it just feels like it :T
This is a really great tutorial. I can't believe I never knew animation overrides were a thing. That will be so useful in the future.
Mint Fox Wait till you hear about DoTween 😋
Tfw spent ages on this last night and brackeys has a tutorial one day later
I just can't get enough of Brackeys!!
When swapping scenes for my game I used LoadScene(’Insert Level Here’) as an on-click function for my buttons. The transition might not be hard, but upon using a loading screen as a transition, you might need to look at both this tutorial and the loading screen tutorial.
where is the loading screen tutorial, is it from brackeys?
It’s insane how I spent all day today figuring out all of this in my own ( animation and coroutines) and then when I go to bed I find this video. 😂😂
@@AhmadRaza-ge3mc matey don't do permanent loops
@@kas-lw7xz HE WAS THE CHOSEN ONE! HE WAS SUPPOSED TO DESTROY THE SITH NOT BECOME ONE!
@@kas-lw7xz HE WAS THE CHOSEN ONE! HE WAS SUPPOSED TO DESTROY THE SITH NOT BECOME ONE!
@@AhmadRaza-ge3mc But this code will run the fading animation with different speed on different computers because of CPU clock frequency, and using animations you can set the exact amount of time.
@@papbound2099 you okay?
I wish they were someone like you on Unreal Engine 4
Unreal bad , Godot and unity good
@@uhkihku6498 lol, unreal it,
*STILL GOOD*
u traitor
@@d.l.7416 mInEcrAFt
I wanna check out Unreal. I had a job interview last week and the couple guys that did my interview were pretty praising of it (and they had come from Unity, so it's not like they didn't know anything about Unity).
Just made me wanna at least check it out at some point. They also said there's a free version of it too which I didn't know.
BRUH I HAVE BEEN CHANGING THE ALPHA OF EACH UI ELEMENT HOW DID I NOT KNOW THE CANVAS GROUP EXISTED KFDLJSFLKDSJ:FKDLS:JFD
Yep, this channel is the best, I'm new In Unity like 2 weeks ago and I have learn a lot.
i started game dev because of this channel
I cannot express all the appreciation to this teacher. Thanks a lot :)
This is brilliant, I love how once it's set up you can create just about any transition as long as you can make it in the animator. Definitely something I'll be making use of.
Thank God for Brackeys. Your channel has single handedly helped thousands of aspiring game developers like me.
@Brackeys in my favorite youtuber, this couldn't have been more perfect. I am making two scenes and couldn't figure out how to switch them.
I came here for Scene transitioons, and learned more new shortcuts than from any shortcuts tuturial. Thank you
I was thinking of this when I started that CUBETHON game in your tutorial , now I'm making FPS game , I love you man , you are so good for us and for unity community ..
Thank you so much for this!! Now I can proceed to finish my homework assignment!!!
11:16 In my case I used a animation event in the last frame of the animation, but is good know other way of time control! 😁
That is also a good way to do it! :) Just need to make sure that the script is on the same object as the animator!
@@Brackeys Hello sir! My team is struggling with making a viewing frustum for the AI in a top down 2d game. Could you please make a tutorial on that? I see a lot of complicated math involved and would love to see it being broken down and made easier. Your other top down tutorials were excellent! Please consider making this one if you can. Thank you!
Your clip of Bercow shouting Order had me ROFL - it was so unexpected and awesome!
this was more of an animation tutorial for me, thanks for teaching me how the animation works
It's always lots learning to watch your tutorial 💙❤😍
This is so weird... I was just looking for a tutorial on this, like TODAY. And what do you know, Brackeys provides.
Thank you so much mate, don't know what I would do without you!
Baader-Meinhof effect.
This is super useful, especially for my game, because switching a scene without a transition is super rigid and is quite ugly. This helps immensely, so thanks again Brackeys :)
Brackeys is the GOAT of Unity tutorials! You guys are seriously awesome!
This was such a great help thank you so much
If anyone is having trouble: remember when animating to select the crossfade object to create the animation, right click the animation tab and LOCK IT, then record and change the Image alpha. Been stuck trying to do this for about an hour xD
thank you
Thanks man
Can't even BEGIN to explain how useful your channel is to me and many others, thank you for all the help!
I swear this channel is a blessing. It's helping me so much with developing my own games.
All the code for the basic fade in and out
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelLoader : MonoBehaviour
{
public Animator transition;
public float transitionTime = 1f;
// Update is called once per frame
void Update()
{
if(Input.GetMouseButtonDown(0))
{
LoadNextLevel();
}
}
public void LoadNextLevel()
{
StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1));
}
IEnumerator LoadLevel(int LevelIndex)
{
transition.SetTrigger("Start");
yield return new WaitForSeconds(transitionTime);
SceneManager.LoadScene(LevelIndex);
}
}
@@Malpiszon_JWPit’s not much just honest work
idk why but i wrote all the exact same code and it was showing some errors in unity but when i copied and pasted ur code it worked! u sir are a magic man
Keep in mind that this code does a lot more than just a basic fade, like loading levels in order by build index on mouse click.
Can you make a grappling hook tutorial?
Would be helpful
Check out Dani, he made one
Maybe 2d
Incredibly simple concept, but done by a true master. Plus I really wasn't aware of animator controller overriders! Thankyou so much Brackeyssss
That looks effective.
I had built transitions into my game by drawing on the screen with the classic IMGUI instead of a canvas. The animation was entirely controlled through code, but I didn't have to add any special objects to my scene, much less any that were visually in the way in the editor. (They were controlled through a game manager script that was set to not destroy on load.)
And since it was all animated through code, I also created a number of transition effects that would be more challenging to create through the animator.
I love you Brackeys, the content of your channel always saves me!
Been programming for half a year now and damn your channel inspires me! Keep up the great work!
Missed ya, thanks for the awesome video
I LOVE YOUR TUTS! 😍 ❤️
Cool tutorial.
BTW you can put the crossfade object to a specific layer and hide it in the editor, so it doesn't block the view.
Dude you are on a roll with these videos.
Thought i would mention you can also use Invoke("method name", float in seconds) to add a delay to a method being triggered as well
Lifesaver bro thank you
You are the. Best in the town thanks for your tutorials that made things easy for me I love you ♥️
Yay another vid! I needed this
Thank you sooo much, my love for this channel is strong. thanks.
Thank you so much Brackeys! I love your channel so much :)
Anyone else remember this???
Thanks for tuning in at brackeys. Bum da bum da da bum da du du du bum da dum... music to my ears
Great way to do it!
Jonas and Brackeys, I salute you.
I knew it! Brackets could change form all this time, so he actually is brackeys, blackthornprod, sykoo and jonas at the same time
Thank You Brackeys for Helping me Create my And my Friend's big dream, to create a game
Hey Brackeys, can you please do a tutorial on active ragdolls. There are no good videos about it anywhere! Thanks.
Awesome tutorial as always. I ran into a bit of an issue, when I was loading one of my scenes, it just stayed black. I wasn't getting any errors oddly enough. I found out that my scene was named something like "FirstScene" but I was trying to load "FirstScene1" so it was just loading a black screen. So if anyone is having that issue, double check your spelling and references. Hopefully it'll help someone.
Your Channel is literally the best channel on TH-cam
My words can not describe how much I want to thank you for what you did to me, you really did help me to improve my life. When I start to earn money, first thing I will do is donating 100$ to your website. Really thank you.
Anybody following the exact same steps with a later version of Unity, and experiencing a problem where the transition seems to skip the "fade to black" / start animation, and goes straight to the end animation? I've reviewed the tutorial three times now and I can't figure out what's wrong. Alone, the animations seem to work fine (and no looping) when I preview them in the Animation window or in the controller, but even after unchecking hasExitTime and setting transition duration to zero, this is still not working. Looks like there's a problem with SetTrigger or the animation itself.
At the point of my game needing to change levels, my scene is quickly and only partially fading out/in, waiting, then doing scene change. For some reason it's not scene changing during the fade out/in...
my issue is the same exact thing
Lets take a moment to appreciate how he's smiling in every video!
If you don’t want to use a coroutine for some reason, another way you can do this is with keyframe events. From your script, have a method that starts the animation. Then, on the last keyframe of your animation, set up an event that will fire off a method to load the next level.
This sounds cool, do you have an example snippet of code for this?
Can you do an vr tutorial for unity? That would really help😋
Interesting to see you remake a video about something you already did 2 years ago less elegantly. If you go through the trouble of creating a loading screen, then please do the async method for performance's sake.
It's so pretty simple and so cool, thanks!
Ay yo brackeys I am trying to start making game this might surprise you but I am a 11 YR Boy and I want to start early and I do not want give up like some of my past friends in reality fun is what really drives me to success in life bro.You are really awesome
Dude that's so cool! My top-down shooter will feel much better with such animations in the menus!
Honestly I wouldn't have even known how to create a project without all of your help from those awesome tutorials! Thank you!
Also I could use some help with a Line of Sight effect using meshes and raycasts tutorial, would be great if you make one soon!
i dont even make games, i just like how you explain interesting stuff about coding games
i was about to search this on yt but i wasnt sure what words to use and then i saw this is my recommendations; very cool
You’ll be the Unity to my transition
looks verry easy and awesome
imma be real with you, chief. Your videos have inspired me to attempt to self learn c# at quite a young-ish age and practice making games and coding all the features in. Keep up the amazing work!
i wish more people made tutorials like you, i really need a voxel chunk generator but nobody explains the code process enough
Wow. Just saved me days of guessing and playing around. Especially the animator override.
Fantastic video. Very helpful and clean way to do it.
I just made the exact same transition, thank you so much :)
i knew how to do it but your methods were awesome and bit different.. learned sumthing new :D
Cool! 😎👍
Nice and easy! Canvas Group rules! 🤘🤓🤘
brackeys back at it with another great video!!!!
When I load the second scene and then go back to my first scene, the screen stays black. pls help
Watching and I was like, "Alright, informative as always. All is well." then all of a sudden "literally" shows a picture of Chris Traeger from Parks and Recreation. :p LIKED.
Thanks for making this tutorial, great work!
Thanks Brackeys
I liked the vid because of the ORDER!!!
Brackeys, you're amazing, please never leave unity ♥
I always learn something new ! thank you for these videos :)
Thankyou for all your effort your are amazing😍😍
The best game Developer in youtube.