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Help eliminating white flash after scene load + autosave (PS4/PS5)

Hi Chris,

I’m working on a PS4/PS5 build of my game using AC v1.79.3, and I’m hitting a persistent issue I can't solve: a brief white flash appears after scene load, after the AC camera fade-in completes. This happens only on console (especially PS5), not in the Unity Editor.

Setup:
I’m using a custom InitSaveSystem.cs that registers a CustomSaveFileHandler, adds a blackout CanvasGroup overlay immediately on load, performs an autosave, then fades the canvas out.

The idea is to black out the screen while autosave happens, then fade in smoothly to the game, preventing any flashes.
**
What’s working**:
Autosave is working.

The blackout canvas works and fades in correctly.

No white flash in Editor or PC builds.

The issue:
On PS5 (and sometimes PS4), there is still a brief white frame flash after fade-in completes. We suspect it might be caused by Unity/AC camera or screen clearing, or something being briefly visible before the scene is fully ready.

Attempts made:
Holding the blackout longer before fade (delaying fade for 0.25–1.5s).

Using KickStarter.mainCamera checks to delay fade.

Avoiding Adventure Creator's built-in fade.

Verifying CanvasGroup overlay is black and covers screen (confirmed).

Using Unity’s SceneManager.sceneLoaded to time logic.

Tried delaying until PersistentEngine or KickStarter.isInitialised, but that broke autosave or caused AC to load twice.
**
Questions:**
Is there a specific safe hook in AC to delay scene visibility until everything is ready (like after autosave and camera fade)?

Is there a way to override or disable AC's built-in camera fade from appearing altogether if using our own blackout?

Could this flash be caused by Unity rendering a default frame before AC takes over?

Any insight or best practices for console builds like this would be hugely appreciated.

Thanks so much!

Comments

  • This occurs after the fade-in is complete, i.e. the scene is showing?

    Can't think why that would be. Does your game rely on borders due to a fixed aspect ratio?

    You can uncheck Draw fade? in the Main Camera's Inspector to disable its own fade handling. You can then read its GetFadeAlpha value to determine what it "wants" the fade intensity to be, even if it's no longer being automatically applied.

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