Three Types of Scene Project
After finishing my working portal with the smooth camera-following shader (yay!), I realized I still needed to build simpler prototype versions for my teacher — something quick and light to show how scene transitions could work, especially for computers that might not handle 3D and shaders well.
So I made three different versions of scene switching, from super basic to silky smooth:
Version 1: Boring Button Click (2D Image)
This was the absolute easiest — I just:
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Made a simple UI button in Unity.
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Used on .
SceneManager.LoadScene()OnClick() -
Put a 2D image background behind it.
Not much interaction, but it gets the point across. You click → it loads a new scene.
Honestly… kinda boring 😅
But it works, and it’s super light on performance — good for basic demonstrations or weaker computers.
Version 2: Player Touches a Door → Transition
This one was already more fun:
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Built a 3D door model in C4D and brought it into Unity.
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Placed a trigger collider in front of the door.
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Wrote a quick script using that loads another scene when the player walks close.
OnTriggerEnter()
It’s simple, but it actually feels like you’re entering somewhere new.
The best part: it's super lightweight — no complex shaders, just Unity physics and scene management.
Version 3: Camera Shader Portal (The Cool One)
This is the fancy version I talked about in my last blog:
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You can see through the portal.
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The camera behind the portal updates in real time.
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The player walks into it, and boom — scene transition!
It’s the most immersive version, and way cooler than a button or trigger.
But yeah, it’s also heavier on performance and took the most time to debug.
Still — this one’s my favorite, and I think I’ll keep developing this version as the “final product.”
Conclusion
Each version has its own pros:
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Button: super easy, super boring.
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Door Trigger: simple, interactive, and reliable.
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Camera Portal: cinematic, immersive, and just fun to look at.
Depending on the device or performance needs, I can show different versions — but I’m really happy I made all three. It helped me understand both scene management and player interaction better.

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