Skip Cutscenes Button

by Federico Bellucci, 2019-02-01 | 3 minutes to read
You can create a button that skips cutscenes in Unity (or that performs any action after being held) by following this simple article. Read More!

Here’s my simple tutorial about how to create a “Skip Cutscenes button” in Unity (the logic applies to any other engine too). You can find below the code and the download links.

PS. Oh hey almost three years ago I released a plugin called “Text Animator for Unity”, a tool I made/needed for my own games - and Today it is also getting used in other games like “Dredge, Cult of The Lamb”, “Slime Rancher 2” and many more!! I’d love if you could check it out! you’d also support me while I work on exciting stuff behind the scenes, so… thank you very much! ✨

Baaack to the article.


If you’re supporting me on Patreon, you can download the entire .unitypackage of this tutorial by visiting here.

You can download the free UI “Prompts Pack” clicking here, created by @Xelu.


using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Assertions;
public class HandlerScript : MonoBehaviour
    //The circle that shows us the overall progress
    public Image fillImage;
    //Holder of the entire button, used to change its scale
    public RectTransform holderRect;
    //Start scale of the holder
    Vector2 startHolderScale;
    //The desired scale we want when we complete the input, i.e. the input percentage is 1
    public Vector2 targetHoldercale = new Vector2(1.2f, 1.2f);
    private void Awake()
        //Assures we don't have null references
        startHolderScale = holderRect.localScale;
    //The key we want to press
    public KeyCode keyCode = KeyCode.X;
    //Speed that increases the progress if we press
    public float activeSpeed = .5f;
    //How fast the progress decreases if we don't press the desired key
    float cooldownSpeed = .6f;
    //Prevents the function to be executed more than once
    bool functionTriggered = false;
    void Update()
        //Increases or decreases our progress based on our input (and if we didn't already trigger the function)
        //No need to clamp, since fillAmount is already clamped by Unity in the [0,1] range
         fillImage.fillAmount += 
         ((Input.GetKey(keyCode) && !functionTriggered) ? 
                activeSpeed :
                 -cooldownSpeed) * Time.deltaTime;
        //Changes the size of the button based on our progress
        holderRect.localScale = Vector2.Lerp(
            fillImage.fillAmount * fillImage.fillAmount //you can apply an interpolation there, I applied EaseIn
        //Triggers the function if we didn't already, and the progress/percentage is 1
        if (!functionTriggered && fillImage.fillAmount == 1)
            functionTriggered = true;
            Debug.Log("Button pressed completely");
            //Do something here
            //Skip cutscene or similar

Share this article ❤ on: X (Twitter) Facebook

Did you like this post?

Read our next game dev content as soon as it's ready, straight to your inbox. (you can unsubscribe at any time.)

Latest articles