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:

  • Made a simple UI button in Unity.

  • 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:

  • Built a 3D door model in C4D and brought it into Unity.

  • Placed a trigger collider in front of the door.

  • 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:

  • You can see through the portal.

  • The camera behind the portal updates in real time.

  • 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:

  • Button: super easy, super boring.

  • Door Trigger: simple, interactive, and reliable.

  • 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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