Fledered
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fledered.bsky.social
Fledered
@fledered.bsky.social
🇫🇷 I'm french but I'm mostly autistic. Make comics, games, animations and other stuffs. (he/him)
I still want to inject your art into my bloodstream
December 17, 2025 at 8:01 PM
Adorable 😭😭
December 7, 2025 at 9:18 PM
That is extremely impressive!
December 7, 2025 at 9:17 PM
Sorry for being absent so long, I was working on this
Wishlist PAPARAZZI on Steam ! 📸
December 6, 2025 at 6:12 PM
This is so cute I love it!
November 13, 2025 at 9:16 AM
Thank you !!
September 8, 2025 at 8:42 PM
Goal
July 5, 2025 at 5:49 PM
MAIS NAN
June 17, 2025 at 8:51 PM
You'll of course need to store the objects you fade in a list to "unfade" them once they're no longer obfuscating the view.

You'll also need a collider on every fadable objects
June 13, 2025 at 2:10 PM
On the camera, use a Physics.LinecastAll that goes from the camera to the character's center to check if there are obstacles between. Make sure to use a LayerMask that includes the fadable objects but exclude the player.

On all the hits, use TryGetComponent<FadeFrontPlayer> and call the function
June 13, 2025 at 2:09 PM
Put a "FadeFrontPlayer" script on each object that need to fade. In that script, add a function to toggle on/off fade and in the update method, slowly lower or increase the alpha of the color of the material of the renderer (the material must use the Transparent setting instead of Opaque).
June 13, 2025 at 2:00 PM