Incrementing a value at run time w/o depending on deltatime

Your feedback is very important to us. We are listening.
Post Reply
jaysadasao
Posts: 1
Joined: Wed Feb 01, 2017 5:10 pm

Incrementing a value at run time w/o depending on deltatime

Post by jaysadasao »

I want to use the Burn Dissolve shader in order to make a character dissapear, so I want to increment the Dissolve Amount value in runtime.

However the only way I could find to do it is connected to the time since level load, and if I use the time since level load an object will simply vanish automatically if I apply the shader to it a long time after the scene is loaded. Or if I want to instantiate an object mid game using the dissolve burn shader it will already be created transparent.

Here's a snippet of what I am doing right now - https://imgur.com/a/xY6hY


So I'd like to know how can I implement a sort of counter based on time (*not* time since level load) which I can use to apply this effect.

Hope I made myself clear.
User avatar
Ricardo Teixeira
Posts: 954
Joined: Fri Aug 09, 2013 2:26 pm

Re: Incrementing a value at run time w/o depending on deltat

Post by Ricardo Teixeira »

jaysadasao wrote:I want to use the Burn Dissolve shader in order to make a character dissapear, so I want to increment the Dissolve Amount value in runtime.

However the only way I could find to do it is connected to the time since level load, and if I use the time since level load an object will simply vanish automatically if I apply the shader to it a long time after the scene is loaded. Or if I want to instantiate an object mid game using the dissolve burn shader it will already be created transparent.

Here's a snippet of what I am doing right now - https://imgur.com/a/xY6hY


So I'd like to know how can I implement a sort of counter based on time (*not* time since level load) which I can use to apply this effect.

Hope I made myself clear.
Hello Jay,

Thank you for getting in touch. Our apologies for not replying to you here, we did not receive any forum notifications - I will look into it immediately.

I believe your request was solved via email, be sure to let us know if you need any additional support.

Thanks!
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
User avatar
Ricardo Teixeira
Posts: 954
Joined: Fri Aug 09, 2013 2:26 pm

Re: Incrementing a value at run time w/o depending on deltat

Post by Ricardo Teixeira »

jaysadasao wrote: Here's a snippet of what I am doing right now - https://imgur.com/a/xY6hY
On an unrelated note - Are you using some kind of UI Skin override? The Node text is supposed to be white.
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
tapsteady
Posts: 3
Joined: Mon Jun 11, 2018 11:51 pm

Re: Incrementing a value at run time w/o depending on deltat

Post by tapsteady »

Can you please post that email fix here? :D
User avatar
Amplify_Borba
Posts: 1239
Joined: Mon Jul 24, 2017 9:50 am

Re: Incrementing a value at run time w/o depending on deltat

Post by Amplify_Borba »

Hey there!

Just so I don't post the same answer twice, I'm linking to your other post we're I've replied with the solution for this question: Start time from zero / Storing StartTime
Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
Post Reply