Quick Screen Transition Pro
Krykftn | Advanced Editor Tools & Systems
$10.99
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Six screen transitions with a preview you can scrub in the editor, and a scene load that never shows a frame of the wrong scene.Transition.To("Level2", profile); // cover, load, revealTransition.Play(profile, () => ResetTheBoard()); // cover, do it, revealNothing to add to a scene. No renderer feature, no custom pass, no packages — the overlay is drawn from IMGUI, so it behaves the same in Built-in, URP and HDRP with no setup at all.The part that is easy to get wrong is not the wipe. It is the moment in the middle: the screen has to be provably opaque before anything changes, and the reveal must not start until the new scene is genuinely ready. Transition.To holds allowSceneActivation back and waits there however long the load takes. That is why you never see a frame of the old scene, or of the new one arriving early.SIX SHAPES• FADE — the one that never looks wrong, and the one to use when the transition should not be noticed• WIPE — a straight edge at any angle. Reads as moving somewhere rather than as stopping.• IRIS — a circle closing to any point. Aim it at what matters and the last thing on screen is the thing you wanted remembered.• DISSOLVE — noise eaten away by a rising threshold; the grain size changes the whole character• BLOCKS — squares filling in, in a scrambled order. The retro one.• BARS — alternate bars closing from opposite ends, like a blindA PREVIEW YOU CAN SCRUB• Drag a bar and sit on any moment of the transition, without pressing Play• Drawn with the same material and the same timing functions the runtime uses, so the frame you tune is the frame that ships• The phase bands show cover, hold and reveal as three widths — so the window your loading happens in is a thing you can see• A preview that merely approximates the runtime is worse than none, because you tune against it and then have to tune againIT ACTUALLY COVERS• An iris closing into a corner of a 2.4:1 screen reaches 100%. So does a 45-degree wipe.• Both are measured by the package's own checks, because "leaves a sliver of the old scene at the very end" is the classic bug in hand-rolled transitions• A diagonal wipe has further to travel than a straight one, and an iris has to reach the far corner rather than the near edge. That is worked out, not guessed.TIMING THAT MAKES SENSE• Cover, hold and reveal are three separate durations — a quick swallow and a slow reveal reads as arriving somewhere, the other way round reads as leaving• Four easing curves, each explained in the inspector• Unscaled time by default, because a pause menu changing scene is exactly the case where Time.timeScale is zeroNO SETUP AT ALL• No manager object, no renderer feature, no custom pass, no packages — not even TextMeshPro or uGUI• The first call builds what it needs and hides it• Imports into a bare Built-in project with zero console errors, and behaves the same in URP and HDRP• Pure-C# timing and sweep maths, shared by the editor and the runtime, so the preview and the game cannot disagree• A demo scene with a button per shape, built from Unity primitives — no models, no texturesREQUIREMENTS• Unity 2022.3 LTS or newer• Built-in Render Pipeline, URP or HDRP• No third-party plugins and no Unity packages requiredWHAT IS INCLUDED• Transition — the whole API: To, Play, Cover, Reveal, Stop, Running, Coverage• TransitionProfile asset for shape, colour, direction, timing and easing• A preview window with a scrub bar and phase bands• One full-screen overlay shader, drawn from IMGUI so no renderer setup is needed• A demo scene with six sample profiles and a button per shape• Full C# source under the Krykftn.QuickScreenTransitionPro namespaceMEASURED• Every shape hides 0% of the screen at the start and 100% at the end• An off-centre iris on a 2.4:1 screen: 100.000%• A 45-degree wipe on a 2.4:1 screen: 100.000%• All figures come from the package's own check suite, run in a bare Unity 2022.3 projectNOTES• The transition draws over everything, including other IMGUI. If you have your own OnGUI overlay that must sit on top, give it a lower GUI.depth.• A profile whose colour has alpha below 1 never fully hides the screen. That is fine for an effect and wrong for a scene change; the inspector says so.• Transition.To needs the scene in your Build Settings, as any LoadSceneAsync does. The demo swaps two rooms instead, so it runs without you editing anything.• The runtime creates one hidden object to draw the overlay and survive scene loads. It is not saved into your scenes.

