Hello! I’ll keep it quick and simple, does anyone know a fix to the brightness increasing after the player’s character respawns? Here is a comparison after 1 death.
Before:
After:
Hello! I’ll keep it quick and simple, does anyone know a fix to the brightness increasing after the player’s character respawns? Here is a comparison after 1 death.
Before:
After:
It could be a script issue. Especially if you have a day/night cycle.
It is not a script issue, as there is no day/night cycle, I do have a few ideas, to just make a script so that it changes to the default values on respawn.
Okay, I’ve found the culprit, it’s this pause effect that I have in ScreenGUI:
local TweenService = game:GetService("TweenService")
local BlurFX = Instance.new("BlurEffect")
BlurFX.Size = 2
BlurFX.Name = "MenuBlur"
BlurFX.Parent = workspace.CurrentCamera
local Color = Instance.new("ColorCorrectionEffect")
Color.Saturation = 0
Color.Brightness = 0.05
Color.Name = "MenuColor"
Color.Parent = workspace.CurrentCamera
local GS = game:GetService("GuiService")
local function smoothTransition(target, property, endValue, duration)
local tweenInfo = TweenInfo.new(duration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
local tween = TweenService:Create(target, tweenInfo, { [property] = endValue })
tween:Play()
end
GS.MenuOpened:Connect(function()
smoothTransition(BlurFX, "Size", 10, 0.5) -- Adjust the duration as needed
smoothTransition(Color, "Saturation", -1, 0.5) -- Adjust the duration as needed
smoothTransition(Color, "Brightness", -0.25, 0.5)
end)
GS.MenuClosed:Connect(function()
smoothTransition(BlurFX, "Size", 2, 0.5) -- Adjust the duration as needed
smoothTransition(Color, "Saturation", 0, 0.5) -- Adjust the duration as needed
smoothTransition(Color, "Brightness", 0.05, 0.5)
end)
Is there a way to remedy this?
So when the menu is opened the screen would get brighter?
Hold on, never mind, all I had to do was to reference the current effect in the game, and not make it a new instance, since everytime I respawn, it would create a new instance as well, so this topic is finished
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