Discussion in ' Scripting ' started by zoranJul 24, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Come check them out and ask our experts any questions!
Displaying damage above players when attacked Discussion in ' Scripting ' started by zoranJul 24, Joined: Jan 11, Posts: When a player is attacked I want to display the damage above their heads.How To Make A Multiplayer Game With Unity - Part 4 - Name Tags
What would be the best way to go about this? I realized i can have a canvas for each player, so whenever they lose health I can put a new text element in their canvas saying "hp". But is this the most practical way? Joined: Feb 24, Posts: 1, The deprecated way is still the fastest- which is to make a blank GameObject, slap a really short coroutine generation script on it with an OnGUI for displaying a number and a self-destruction timer.
Make a prefab out of it and you can instantiate it over and over all day no problems. It takes literally all of 2 minutes to make and it works very well, but, you know, I'm going to get maimed on here for mentioning it as an option. It should be pretty straight-forward, really. DonLoquaciousJul 24, How can OnGUI know where to display the damage?
Joined: Jan 14, Posts: 8, It would have to convert from world space to screen space. The same is true if using a canvas. I have no moral objections to using OnGUI, but the big problem I find is that it doesn't play well with the new Canvas system — I can find no reliable way to control the layering OnGUI always seems to draw on top. If you are going to use a canvas, don't make a canvas for each player — have one global canvas that you stuff all these elements into.
But from your original question, it sounds like you don't need to display arbitrary text; you need to display "hp" and perhaps a few variations thereof.I agree with this above solution, but I also just wanted to add as a quick alternate solution that 3D Text objects work for this too with the added benefit that placing them in 3D space requires far less scripting, the only problem being they look ugly up-close and draw on top of everything even if the player has run behind a wall or something, which would have to be solved in a script.
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Move an object on another 2 Answers. Login Create account. Ask a question. Like, above a player to show ranking and name. Add comment. Best Answer. I'm using a UI Text component but the solution can be used to Gui. Code from Unity SetParent GameObject. Find "Canvas". WorldToScreenPoint transform.
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The Elder Scrolls: Morrowind has a rather interesting way to display each focused objects' name. It's all a bit fuzzy in my memory right now, but the most important part I remember perfectly: the object's name is always displayed in the proximity of the object most of the time on top of it.
My question is: given a 3D mesh, how should I proceed to calculate the name's position on the screen? I'd like to always position it on top of the given mesh for now.
Like in this screenshot of Morrowind:.
How can You Attach GUI text *above* a certain object?
I'm working under Unity, if it helps. The first thing that comes to my mind is to somehow use the distance between the player and each object, then take the object's actual height in consideration, and determine a line in 2D space the screen that just "touches" intersects the top of the 2D representation of the mesh what we're actually able to view on the screen.
Something like this:. But this feels a bit complicated and clunky, and might not work for characters that are not standing tall for example.
The 2nd thing that comes to my mind: would there be a way to achieve this using matrix multiplication, in the same way 2D representations of 3D objects are obtained? If you're not using GameObjects, you can take the vertex with the highest Y value and offset the nameBar mesh from there.
Some things to consider here are that the object might not be rotated towards the camera, and that the position in 3d world space of the object is not always linear. So, objects farther away from the camera would need the font size reduced in relation to their depth in the view.
The gameobject itself should have a GUIText component added to it. Sign up to join this community. The best answers are voted up and rise to the top.
Displaying 3D objects' name above them Ask Question. Asked 7 years, 6 months ago. Active 7 years, 6 months ago.
I set the position of shape, canvas world space and text to 0,0,0 so that they will stay together. However, Only the cube showed up.
And disabling the cube still doesn't make the text display. And now what I can see is only an empty space. Do I have any settings wrong? You can do that with a UI Button game object and a 3D cube. The steps are as follows:. Now that you have the button and the Canvas, drag the Canvas to become a child of the cube, like this:. Now you have a perfectly functional button that will stay attached to the front face of the cube, no matter where the cube is positioned or rotated.
You can of course add as many buttons you want, and position them to different faces of the cube even more than one button to a single face etc. A Canvas should almost always be a top-level object, meaning that it is not attached to any parent.
Rather than that, the canvas serves as a parent to other objects, meaning that other objects are children of the canvas. Also, having multiple canvas objects could cause you problems aswell, take a look at Panels and Layout Groups. A Text or UI-Text is an object that is inside a canvas to display text on the canvas space.
A text mesh on the other hand is an object that is rendered inside your world, in 3D space, meaning it does and probably should not be attached to a Canvas object. Learn more. Attach text to a gameobject Ask Question.
Asked 2 years, 6 months ago. Active 2 years, 6 months ago. Viewed 9k times. I know there are 2 ways to do it. But none of them works for me. Seaky Lone Seaky Lone 9 9 silver badges 17 17 bronze badges. I am a bit confused on what exactly you are trying to do? Are you just trying to have floating text attached to an object that will always face the player?
Eddge Actually, my intention is to make a button with a gameobject instead of using UI button.Discussion in ' Scripting ' started by hsparraJul 20, Search Unity.
Converting int to UI.Text [SOLVED]
Log in Create a Unity ID. Unity Forum. Forums Quick Links. Come check them out and ask our experts any questions! How to do floating text above object Discussion in ' Scripting ' started by hsparraJul 20, Joined: Jul 12, Posts: How would I script a floating text above an object that followed the object around? Seems like I would use something like the ThirdPersonCamera script. However, how do I get the floating text to appear?
What do I attach the TextMesh to, a cube? Ideally the background for the text would be transparent or with a low alpha. Or, does anyone know how to use a TextMesh? I can update GUIText though. Joined: Apr 8, Posts: 1, A textmesh is a free-floating sting in 3D space Click settings at the top of the project window. NicholasFrancisJul 21, Thank you Nicholas. The changing the Texture Format was what I was missing.
I knew it had to be something easy.Useful for things like having name tags over players' heads. For best results, the anchor of the GUIText should probably be set to lower center, depending on what you're doing.
Offset is used to position the label somewhere relative to the actual target's position. The default of 0, 1, 0 is useful for having the label appear above the object, rather than appearing right on top of it. If ClampToScreen is on, the label will never disappear even if the target is off the screen, but will attempt to follow as best it can for example, if the target is off to the left of the camera out of sight, the label will still be visible on the left.
ClampBorderSize sets how much space will be left at the borders if the label is being clamped to the screen, to help ensure that the label is still readable and not partially cut off. This is in viewport space, so the default. If it's not checked, you should drag the desired camera onto the CameraToUse slot, which is otherwise unused if UseMainCamera is true.
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How to do floating text above object
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