MolcaSDK.VR.UIFile:
Assets/_MolcaSDK/_VR/Scripts/Fade/VRFadeManager.csType: RuntimeSubsystem (child on RuntimeManager prefab) Uses a fade material with
_FadeAmount (0 = clear, 1 = fully black). On non-additive scene loads, optionally fades from black after a short delay unless a managed load set SkipNextAutoFade.
When to use
UseVRFadeManager when you need:
- Scene transition cover — automatic fade-in after single-scene loads (unless skipped).
- Manual fades — black out before loading, or reveal after async work (coordinate with ScenarioSessionManager / loaders that call
SkipNextAutoFadeto avoid double fades).
Inspector setup
Subsystem must be active (
IsActive); otherwise fade methods return early.
Code
Manual fade around your own scene load (callSkipNextAutoFade first if you also use single-mode LoadScene and want to avoid the built-in auto fade):
LoadSceneAsync or Addressables load so you do not rely on a non-existent ToAwaitable helper.
Snap opacity:
API (key members)
Troubleshooting
- No fade, material error on init — Assign fade material on the subsystem; ensure
_FadeAmountexists on the shader. - Double fade or flash on session-driven loads — Call
SkipNextAutoFadebefore loads that already fade (e.g. session / loading manager flows). FadeInAsync/FadeOutAsyncreturn immediately — Another transition may be running (isTransitioning); or subsystem is inactive / not initialized.- Additive scenes — Auto fade bails for
LoadSceneMode.Additive; use manual fades if you need overlay behavior.
Related
- RuntimeManager — subsystem hosting
- Runtime subsystem — lifecycle
- ScenarioManager — completion fades (typical consumer)
Unity Editor
VRFadeManager on prefab with fade material reference.

VRFadeManager Inspector