So one of the things I am trying to do is set up a player hud using 3d components for my first person shooter project.
The basic results look pretty awesome but I am running into some showstoppers.
1: The 3d widgets are effected by anti aliasing and motion blur.
2. The widgets are pretty blurry when it comes to displaying text.
3. The widgets are effected by the transform of the parent component.
I currently scale the size of the player for going into crouch mode. I also plan to have characters of different sizes in general like. (Like a heavy class vs a scout.)
I need a way to literally just disable this. I know its possible to disable scaling and that works out ok but it doesn’t matter because when the players scale does change it also changes the position of the widgets so they end up overlapping or moving to a different part of the screen.
I really like the results of having 3d widgets for HUD elements. I see this in other games all the time like in the Division. And I know its something we will have to consider for VR support. Not only that but the workflow is much simpler too!
But these problems make me hesitant to really try to do this right now. Which is very sad honestly.
Is anyone working with this right now? What advice can you offer?