I’m basically trying to make an image fill up the whole screen, about 5 minutes after the game started, (in Javascript). I am a complete newbie to Javascript, so i have no idea how to do it. Help?
5 minutes is 60*5 seconds so:
if (Time.timeSinceLevelLoad >= 60*5)
{
//load the image here
}
You can delay the call of a method for a certain amount of time by using Invoke: Time Function in Javascript? - Questions & Answers - Unity Discussions
To display an image, use GUI.DrawTexture: Unity - Scripting API: GUI.DrawTexture
Good luck!
Its simple, try something like this:
//timer vars
var startTime;
var timer1:int;
var texture1: GUITexture;
function Update(){TimerStart();}
function TimerStart(){
startTime = Time.time; //time starter
timer1 = Time.time; //Set time
if(timer1 > 5){ //<-------the number here are the seconds you want
Debug.Log ("Time is over, render texture now");
//Here we just enable a GUI texture on the screen (create a GUItexture and disable it)
texture1.enabled = true;
}
}
Basically you just wait for the time you want and then enable a texture that is already on the screen.