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[RELEASED] Dynamic Decals

Discussion in 'Assets and Asset Store' started by Llockham-Industries, Jan 12, 2017.

  1. gonzalitosk8

    gonzalitosk8

    Joined:
    Jun 30, 2013
    Posts:
    30
    the secret I use for the txt inside the decal is the following:
    I instantiate a transparent texture, and as a child, I create a TextMesh.
    the scale of the textmesh has to be adapted to the total widt of the decal (you will have to make your own conclusion).
    You will also have to separate it 2 centimeters to simulate the effect.
    good luck on your code!
     
  2. Llockham-Industries

    Llockham-Industries

    Joined:
    Aug 4, 2013
    Posts:
    264
    Alternatively, why not have all the numbers you plan on using in a texture atlas, model a few quads over where the numbers would show up & sample the numbers you need by changing the sample offset.

    This way you get the numbers deforming with the skinned mesh correctly. A projection will never accomplish that perfectly, & may look off when the characters shoulder blades move.
     
  3. EFFalcon2

    EFFalcon2

    Joined:
    Apr 28, 2014
    Posts:
    13
    Does anyone know if using the Material masking, can it be done at runtime?
     
  4. clownhunter

    clownhunter

    Joined:
    May 26, 2013
    Posts:
    31
    You can control masking with the instanced properties of the projection renderer.
     
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