So I’m trying to position some widgets in 3D and rotate them / take advantage of 3D/depth, but have them be a consistent UI scale in terms of pixels regardless of distance. An example of this look is below, from Kerbal Space Program. Note the 3 different axes being used.
Currently, I’m trying to calculate a scale by starting with a desired pixel size and using the distance between the controlled pawn and the 3D widget components’ owning actor, with only some success.
Are there any better ways to achieve this? I’d like them to be clickable/dragable, with a 3D rotation/depth, but be consistently sized in screen space regardless of distance. I appreciate any input!