i’m having some issues with scene changes. i’ve got the code for a fade to black down. however, the proceeding scene runs a bit faster than i’d like. i have a black object tween to full opacity at the end of the scene then tween to zero opacity at the beginning of the next one. despite trying to use wait actions, commands in the json file, setting things as sub events after the wait commands, the result is the same. my character slides into frame as the opacity is lowering.

(the quality’s super busted but i hope i’m getting what i mean across)
Hi …when you say change scene …are you literally changing scene?
Could you post the events for the change …the fade in and fade out.
Can you explain this a bit more please?
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sorry for the poor wording. yes, the scene is literally changing in the code and not just in the narrative. here’s how the scene change event is set up:
the scene changes then there’s a command for the black object to fade out slowly. i’d like it to fade out completely before the dialogue of the scene begins. instead, the dialogue system runs right away as the black fades out.
Thanks - I’ve not done things like before, so its a bit difficult to determine how it’s being processed. I would normally just use events and have the change scene event with trigger once and use a tween and a wait then change scene, along with setting a boolean to true to stop other events from running while the fade transition it happening.
In general, in GDevelop actions are executed synchronously in the same frame in which they are checked. If you need to execute events in specific orders or need an event to wait for another to execute, for example, you can use Timers or create state variables to control execution.