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Projecting a text on multiple objects

Discussion in 'General Graphics' started by probitaille, May 14, 2015.

  1. probitaille

    probitaille

    Joined:
    May 5, 2015
    Posts:
    34
    Hello,

    I try to project a text that spans several different objects so that if I take one of these objects, some of the text will be removed. As if the text will be part of the texture of objects projected on the face.

    Here attached is an example of the initial representation (image1). The wall consists of several cubes, a text is displayed. In image 2, if I break the wall, the text does not break. The text must be broken in the same way by staying fixed to the faces of the displaced cubes.

    What is the best technique for this.

    Thank you
     

    Attached Files:

  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    There is a projection bake in 3D Max for multiple objects in a scene but last I checked (2010) it was only for still renders, may have updated since then. All the textures planer baked based on camera fov so it was beautiful, but all perpendicular faces were just stretched textures.
    That's not helpful, but maybe there is another technique. Maybe render to texture workflow.
     
  3. ThomasCreate

    ThomasCreate

    Joined:
    Feb 23, 2015
    Posts:
    81
  4. probitaille

    probitaille

    Joined:
    May 5, 2015
    Posts:
    34
    I think this is the best solution but, the problem with the projector is that my text is projected on every cube (meaning the text is repeated multiple times).
     

    Attached Files:

  5. ThomasCreate

    ThomasCreate

    Joined:
    Feb 23, 2015
    Posts:
    81
    I see, I've never used the projector myself, I wasn't aware it behaved in that way. I believe your best bet is actually texturing the cubes with the text then. Just build the wall of loose bricks in Blender (or whatever else you might be using) as separate meshes - or, more accurately, as a single mesh so you can see them all in one UV map, then separate them after unwrapping. If you import the file into Unity, all separate meshes will be their own game object, so you can attach colliders and rigidbodies to each of them.

    For the UV unwrap, project the front facing sides of the wall from the front orthographic view, so you see the front of the wall in the texture. Do with the other sides of the cubes as you please; if they're going to be a flat colour as in your screen shots you don't need to unwrap them properly, just don't have them overlap with the wall.
     
    probitaille likes this.