fix: resolve chat message fade persisting after teleport#7691
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…spose tween sequence)
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DafGreco
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✔️ PR reviewed and approved by QA on both platforms following instructions playing both happy and un-happy path
Regressions for this ticket had been performed in order to verify that the normal flow is working as expected:
- [ ✔️] Backpack and wearables in world
- [✔️ ] Emotes in world and in backpack
- [✔️ ] Teleport with map/coordinates/Jump In
- [✔️ ] Chat and multiplayer
- [ ✔️] Skybox
- [ ✔️] Settings
Evidence:
20260320-1332-21.2950686.mp4
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@claude review |
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Claude finished @dalkia's task in 1m 4s —— View job Claude Code Review
Review:
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dalkia
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Approving due to the urgency of the release, but I do suggest to analyze if it can be done differently, considering the following:
- Removes code repetition
- Doesnt rely OnKill and OnComplete. Doesnt look like its needed like these, since you are always killing and setting to 1 the chateEntriesCanvasGroup values
- Doesnt require the extra seq (Im not sure its needed at all, I still dont understand the window part)
- Doesnt require nullification of _fadeSequenceTween
internal void StartChatEntriesFadeout()
{
StopChatEntriesFadeout()
float waitSeconds = chatEntriesWaitBeforeFading / 1000f;
_fadeSequenceTween = DOTween.Sequence()
.AppendInterval(waitSeconds)
.Append(chatEntriesCanvasGroup.DOFade(0.4f, chatEntriesFadeTime))
}
internal void StopChatEntriesFadeout()
{
_fadeSequenceTween?.Kill();
chatEntriesCanvasGroup.DOKill();
chatEntriesCanvasGroup.alpha = 1f;
}
DafGreco
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✔️ PR reviewed and approved by QA on both platforms following instructions playing both happy and un-happy path
Regressions for this ticket had been performed in order to verify that the normal flow is working as expected:
- [✔️ ] Backpack and wearables in world
- [✔️ ] Emotes in world and in backpack
- [✔️ ] Teleport with map/coordinates/Jump In
- [✔️ ] Chat and multiplayer
- [✔️ ] Profile card
- [✔️ ] Settings
Evidence:
Screen.Recording.2026-03-25.at.08.40.47.mp4
More evidence on the following thread
Prevent messages fading out if we are not in default chat state
Closes #4272
Pull Request Description
Prevent messages fading out when we teleport
Explanation:
The sequence is still alive inside DOTween's internal update list, but we lost our reference to it (_fadeSequenceTween = null). Without the reference, StopChatEntriesFadeout() cannot call Kill() on it. Setting _fadeSequenceTween to null does NOT stop the tween it only removes our handle to it.
Fix:
From logs:
Raw and full logs attached
logs_raw.txt
logs_formatted.txt
What does this PR change?
Properly disposes tween sequence
Test Steps
Quality Checklist
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