🎨
UVC
  • Introduction
  • Installation
    • Installing in New Project
    • Installing in Existing Project - SCK
    • Installing in Existing Project - MCK
  • Space Combat Kit Tour
  • Mech Combat Kit Tour
  • Player Setup
  • Vehicle Framework
    • Game Agents
    • Vehicles
    • Modules
      • Module Mounts
      • Modules
      • Module Types
      • Module Attachments
      • Display Module On UI
      • Module Managers
  • Input
    • General Input
    • Vehicle Input
    • Rewired Integration
  • Player/AI
  • Spaceships
    • Speed UI
    • Space Fighters
    • Capital Ships
  • Mechs
    • Speed UI
  • Vehicle Control Animations
  • Character Enter/Exit
  • Camera
    • Camera Setup
    • Vehicle Setup
    • Secondary Cameras
    • Death Camera
  • Weapons
    • Framework
      • Triggerables System
      • Weapon System
    • Vehicle Setup
      • Vehicle Weapons
      • Cursor Aiming
    • Projectile Weapons
    • Beam Weapons
    • Missile Weapons
    • Resource Handling (Ammo/Heat)
    • Turrets
    • HUD Weapon Info
    • Health Modifier Volumes
  • Radar
    • Radar Setup
    • Target Setup
    • Target Selectors
    • Trackable Types
    • Improving Radar Performance
    • Target Notification
    • Radar Audio
  • Health
    • Health Framework
      • Health
      • Damageable
      • Damage Receiver
      • Health Modifier
      • Health Types
      • Health Modifier Types
      • Surface Types
    • Vehicle Setup
    • Damageable Object Setup
    • Detonators
    • Health Recharge
    • Health UI
    • Energy Shield
    • Damageable Module Linkers
  • HUD
    • HUD Basics
    • HUD Manager Setup
    • Custom HUD Components
    • HUD Module Display
    • Camera View Management
    • HUD Cursor / Reticle
    • Weapon UI
    • Resource Container UI
    • 2D Radar
    • 3D Radar
    • Target Boxes
    • Target Holograms
    • Minimaps
    • HUD Distance Lookup
  • Loadout
  • AI - Space Combat Kit
    • AI Setup
    • AI Spaceship Behaviours
  • AI - Mech Combat Kit
  • Game States
  • Teams
  • Floating Origin
  • Object Pooling
  • Menus
    • Creating Menus
    • Button Controllers
  • Rumbles
  • Rigidbody Characters [WIP]
  • Utilities [WIP]
    • Object Triggers
    • Shadow Caster Doubles
    • Gimbals
    • Game State Post Process Enabler
  • Objectives
  • Resources System
    • Resource Containers
    • Resource Handlers
    • Resource Container Triggers
    • Module/Vehicle Resource Usage
    • UI
  • Cutscenes
  • URP Upgrading
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  1. Utilities [WIP]

Game State Post Process Enabler

PreviousGimbalsNextObjectives

Last updated 2 years ago

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You may want to set a specific post process profile (with Unity's Post Processing package) when a game state is entered (e.g. when the player goes to the pause menu, the background can be blurred, desaturated, etc.

This is easily achieved with the Game State Post Process Enabler component. Just add it anywhere in your scene and add settings in the inspector for different game states.

The Default Profile in the inspector is the post process profile that is used when a game state is entered for which no profile has been specified.

You must have already set up in your scene for this to work.

game states