I have a HUD scene that is loaded using additive mode over my regular scene. In that HUD scene I have an image that I wish to use to flash the screen when my character gets hurt. In C# I had it working fine using the following code in the Update method:
damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime);In Bolt, I am trying to replicate this behavior. I have a State Machine (embedded) on the image as follows:
It transitions to "Red Display" state with a Custom Event trigger. This is working correctly. The Red Display state looks like this (split in two images for clarity):
Yet instead of "Lerp"ing the color (in this case from my start color to clear), it is simply setting the color to something based on the T input, but not converging on the end color. Here is a sample output to the console:
The state machine is working as expected, and exits the state after my timer has elapsed, which is enough time needed to change the color. Does anyone have any advice, or might this be a bug?
Thanks in advance.
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