The default material does not have an alpha channel, so set up a material that uses the Transparent/Diffuse shader.
For performance reasons, don't use a material with a Transparent/Diffuse shader unless you are fading it out. The GPU must make additional calculations for each pixel with alpha -- even if it's opaque!
Once the mesh has the right material, you can fade it out with this code:
float fadeTimerMax = 1; float fadeTimer = 1; void Update () { // Decrement the timer fadeTimer -= Time.deltaTime; // If the timer is less than or equal to zero, destroy the object if (fadeTimer <= 0) { Destroy (gameObject); } // Otherwise, adjust transparency else { // Get a normalized percentage value based on the fade timer float percentOpaque = fadeTimer/fadeTimerMax; // Update the alpha of each renderer material on the object foreach (Material mat in renderer.materials) { Color color = mat.color; color.a = percentOpaque; mat.color = color; } } }
code doesn't work
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