Hi, i have a question about rendering billboards/nameplates in a custom way and i really hope, someone can help me with this.
Please take a look at this:
As you can see, the nameplate
is always facing the camera
is behind other 3d objects
is perfect pixel ratio, not blurry or artifacts when scaled or moved (sorry for the bad video quality)
The font is Arial (without antialias, i think a bitmap font)
I also made an in-game screenshot to see the correct quality:
So, how they do that?? A long time ago i search for an answer or technique to realize that, but no luck. If i use a widget in screenspace, its not behind 3d objects. If i use a 3d widget in worldspace, then the text is not perfect pixelated - its blurry or got artifacts.
Anyone have an idea how they do this or know a technique for that??
I also would very much like to know how to make pixel-perfect text. I know there’s an option to turn a font from runtime to offline and there you can turn anti-aliasing off but when I go back to the widget to select this new offline font, I can’t find it in the dropdown menu. Widgets don’t seem to support offline fonts.
The solution is to not use 3D Widgets or the “text render component”. These are in-world objects and will be subject to all post-processing and behave just like 3D Objects.
The proper solution is to use regular 2D widgets, and project their position from world->screen space. You can do a quick and dirty version by using a widget component, and setting it to “screen” space. There are more optimal solutions though, since widget components have considerable rendering cost.