3D Text visible from all angles - unity3d

I'm making a soccer stadium, and I want to write the stadium name on the entrance of the stadium. But, when I'm in the stadium, or somewhere else, I also see the text. From all angles.
I know the help pages of Unity about 3D text and I read a lot of questions and answers about this problem. But I just can't fix it.
I tried to add a shader to a material, and I added the material to the 3D text, but then I can't add a font texture. I have the Arial font in my assets folder, but when I press 'select font texture', this font isn't in the options I can choose.
Isn't there another option to write text on a wall, on a way you only can see it from the front?
So, on the second picture I should't see the text:
Please don't think I'm lazy and I didn't Google, because I have searched for hours. But I really don't get it, it's probably something really stupid but I don't know what I'm doing wrong. I'm a beginner with Unity, especially with shaders and importing/adding fonts.

You can try https://www.assetstore.unity3d.com/en/#!/content/84126, its free and it will give the text in a form of mesh, so it will be just like any other gameobject, you can interact with it, use physics on it, etc.

There are multiple possible solutions, but the main ones are these:
You set the Canvas for that text to world-space.
To implement this solution, you can follow the official tutorial on the subject.
You can use a text-to-mesh conversion plugin.
There are many to choose from, but one that was officially acquired by Unity and is used by most indie developers when they need such functionality is Text Mesh Pro.

Related

Text field with spinner control in Unity

I want to implement an Edit box with a spinner control in Unity.
Something like this:
I couldn't find an off-the-shelf component for this. I've also looked up the Unity Forums and haven't found anything relevant. Does anyone know how I could do this?
If you do not find something fitting on the asset store either (there are some comprehensive UI libraries), create a textfield and two buttons. For the arrows you could use special Unicode symbols which are supported by TextMeshPro UI Text renderers. The script to make use of the buttons should be fairly trivial.
Don't forget to turn it all into a prefab for reusage.

TextMesh Pro Area Type Feature like in Illustrator

I was wondering if TextMesh Pro has plans for adding a feature similar to the Area Type feature from Illustrator pictured below, basically having the bounding box of the text object be a custom shape or dependent on something else? There is the option to make your text fit the geometry but that does not seem to be it.
If there are no plans in the near future to make this feature, is there a way for me to look into the specifics of TextMesh Pro and try to make it myself? As far as I've seen I'm able to access some (?) of the source after downloading them from the package manager, but I don't really have an overview of what works with what. My guess would be that I have to look at the parts of the code responsible for creating the yellow bounding box around text objects, but I'm not able to find where that is being done. Alternatively, I'm also looking for how text alignment is being done as my problem does not need an as sophisticated solution as area type objects, just a specific way of formatting the text.

How to create a slider without an outline?

I want to create a slider without an outline.
Like this one:
Note rounded edges.
I assume I need to create a sprite for that. Unfortunately, I can't find any good tutorials on sprites for sliders. I think the easiest way would be to edit the built-in one but I don't know how to get it for editing.
This is how the original slider from my Unity looks like:
Note the outline.
So, surprising solution that should be available to all of us.
Put the default slider in and go to the Source Image for both the Background and Handle. Instead of using what is there, change it to another Unity Standard sprite called TouchpadSprite. This should do the trick. Not sure if the fact that this is called 'touchpad'sprite will cause a problem when make a PC game, but I doubt it. FYI the TouchpadSprite is from the "Standard Assets (for Unity 2017.3)" that is available for free in the Unity Asset Store. Feel free to only import the sprite itself. The Asset Pack itself is pretty large, but there is a lot of good/useful stuff in there.
Also, you will have to increase the Pixels Per Unit Multiplier value. My picture shows what I had to increase it to. This will allow you to choose the rounding of your edges as well. Play with it and let me know if it works.
Hope this helps!

Trouble with using Text Mesh in Unity

So the problem is that I want create such an idea. There are a table and a sheet of paper (just a Plane). I want to place some text on this sheet of paper. I read about Text Mesh and I thought that I would use it but I had a problem about it. I need to limit my text on this sheet of paper but I haven't found any borders I can place there. How can I set borders to Text Mesh? Or are there any decision I can use to handle this situation?
TextMesh does not have borders
Instead, you are probably interested in a World Space Canvas and using UI text instead. Unity has a great tutorial in the manual for setting up a world space canvas, which pretty much amounts to "set the Canvas to world space, decide on a resolution, decide on a in-game size, and position it."
For text, you actually have two options: UI Text and Text Mesh Pro. TMP used to be an asset on the asset store, but Unity has integrated it into a semi-standard package now (just create a TMP object and you'll be prompted to do the importing). TMP has several additional features and options that standard UI Text does not have, including in-line sprites, margins, text alignment, better rich-text, and so on. It might be overkill, but it is available.

Rendering a 3D object from four different angles

I am working on a project where I have to render 4 different sides of a 3D object at the same time on the screen. The output should have 4 different camera outputs rendering the front side, left side, right side and back side of the 3d object.
I found that a gaming engine like Unity may help to do something like this. However, I have just started using Unity and can't figure out how to do it.
Here is the link for some examples. This is how I want the output to look like
Well first of all, welcome to Stackoverflow. And you are right, Unity is an excellent IDE to achieve what you described.
As stated in the FAQ and here, I'm going to give you an answer I deem fitting to your question. I can post the code here in about 30 minutes which does exactly what you asked for, but then we'd miss the point of learning to program and posting at StackOverflow in general. I'll show you the way on how to start on this project, but then you'll have to try yourself. If you have any troubles after trying some more, we can help you with specific problems, provided you have researched some before and show us what you tried.
As to your question, it's relative easy to do so. First create your object in the scene, then drag and place four different Camera-objects in the screen. Using the Camera's Normalized View Port Rect (Four values that indicate where on the screen this camera view will be drawn, in Screen Coordinates (values 0-1)), you can then split up the view to show the feed of each Camera.
This ofcourse happens in a script. You can read here about Scripting in Unity. Even if you are an expert in programming, that link is worth a read when you are new to Unity.
Good luck.