The transition loading screen worked everywhere EXCEPT Combat->NodeMap because PostCombatHandler.DestroyAllCombatUI did a blanket FindObjectsByType + SetActive(false) — which inadvertently disabled the SceneTransitioner’s persistent FadeCanvas living in the DontDestroyOnLoad scene.

Result: by the time the player clicked CONTINUE on the victory screen and the routine called SceneTransitioner.LoadScene(“NodeMap”), the fade canvas was inactive, the fade-to-cover did nothing, and the player saw a half-second of empty combat scene before the new scene loaded.

Fix: skip GameObject.name == “FadeCanvas” in the DestroyAllCombatUI loop. The fade canvas is the only thing that needs to stay rendering during the cleanup-to-load gap.

Co-Authored-By: Claude Opus 4.7 (1M context) [email protected]


Commit 20f0d36 by astafford8488.