Real Transitions hides your scene change behind something that happens in front of the camera. The picture freezes into ice and explodes into shards and glittering ice dust. A gust of autumn leaves buries the lens, then scatters. A stone hits the glass: a spider-web crack, then the pane falls apart in thick, refracting shards. The frame itself bursts into pieces that fly at the camera while the next level is already live behind them. Ink drops land and flood the frame. The picture turns into a photo print and burns away in a shower of sparks, or tears in two. Smoke rolls in - or dark smoke with fireballs exploding inside it - glossy paint pours down, the camera flies through clouds, the picture streams away as sand on the wind.
One call. RealTransition.LoadScene("Level2", preset) - or Play with an onCovered callback to switch cameras, Cover/Reveal to stay covered while you load, async/await, events, and a no-code Transition Trigger component for buttons.
Physical, not flat. Shards have thickness, bevels and specular highlights and fall under gravity; leaves are curved, lit from behind and cast soft contact shadows; paint has rounded, glossy drips. Smoke, clouds, fire, powder and dust are filmed flipbooks: every billow, cloud and puff is born out of nothing, churns in its own light and shade and dissipates into nothing. Sparks fly with glowing trails, nothing ever freezes mid-air. Every effect has its own sound: ice crackles and shatters, glass cracks and falls, paper rips, fire roars, wind carries leaves and sand. Effects start where the player clicks: the ice and the glass break there, the first ink drop lands there.
Light on the frame budget. Every effect is a few static meshes animated entirely in their shaders: 1 to 3 draw calls (Sand Disintegration: 5), no per-frame allocations, no compute, no post-processing. It runs on a screen-space overlay above every camera and canvas, so it works the same in URP, HDRP and the Built-in pipeline with nothing to set up.
In the box:
- 11 transitions: Ice Wall, Autumn Leaves, Glass Shatter, Frame Explosion, Ink Bleed, Burning Paper, Paper Tear, Smoke, Paint Pour, Cloud Fly-through, Sand Disintegration
- 19 presets, incl. Sakura Petals, Rose Petals, Dark Smoke, Paint Pour Colourful and the classic Fade, Wipe, Iris and Dissolve - every look and timing editable in the inspector
- A cover and a reveal sound for every effect, with a master switch, volume and AudioMixerGroup output
- RealTransition API: Play, LoadScene, Cover/Reveal, Awaitable versions, events, input blocking
- Transition Trigger component (no code)
- Demo scene with a button per transition, click-to-start and Auto mode
- Manual (Documentation/RealTransitions-Manual.md)
Requirements: Unity 6000.3 or newer; URP 17, HDRP 17 or the Built-in render pipeline. Screen Space - Overlay canvases are not drawn in XR headsets, so transitions are not for VR.