![]() When passing the slider value to the SetFloat function, convert it using Mathf.Log10(value) * 20 Į.g.Instead of -80db – 0db (the 0.0001 is important, and stops the slider breaking at zero) If you already have this issue, and you just want to fix it, here’s what to do: To the left of this is a fader using the ‘converted’ method The quick & easy fix to prevent the sensitive slider issue On the far right is the fader response using the standard ‘direct’ method. The difference this makes is clear when comparing the two methods side by side: To fix this, the linear slider value needs to be converted. In fact, at halfway, it actually sets a value of -40db which is almost at the bottom. However, moving the slider to halfway doesn’t do this. Normally we perceive half volume to be at around -6db. In comparison the slider scale is linear and the increments are evenly spaced: e.g. Each increment on the scale represents a greater and greater value: e.g. This is because the volume range of the Audio Group fader, which is in decibels, is logarithmic meaning that the increments are exponential. If you create an audio slider using the standard method, and reduce the slider to about halfway, you’ll find that the audio isn’t half as loud (as you might expect), in fact it’s virtually silent. The Sensitive Slider Issue: Why is this a problem? If you haven’t already seen it, you can check out Unity’s official tutorial here, or my own tutorial video below but, if not, don’t worry, because you’ll also find step by step instructions later on in this post that include a fix for the sensitive slider issue. ![]() ![]()
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