My goal is to overlay 2D text over a 3d scene in javafx as seen in
Using a subscene is not a valid choice as I want the 3d model to be able to take up the entire space on the screen.
I tried adding a label to the scene and turning depth buffering off but once the model gets rotated (the actual camera changes position) the correct positioning breaks. (Used code to control the camera )
Can I somehow overlay a static 2D GUI over my 3D scene maybe by using anchor panes and having a 2D scene with transparent background?
On stack overflow I only found these questions:
Question No.1
Question No.2
which don't correspond to my exact needs.
I misunderstood the concept of subscenes as they all showed entirely separated controls. Overlaying 3D Text is possible using the following structure...
Root Container (e.g. an Anchor Pane)
2D Content (Label)
SubScene
perspective camera
root 3D
3D content
Code example:
//Add 2D content here
AnchorPane globalRoot = new AnchorPane();
globalRoot.getChildren().add(new Label("Hello World"));
Scene scene = new Scene(globalRoot, 1024, 768, true);
SubScene sub = new
SubScene(root3D,1024,768,false,SceneAntialiasing.BALANCED);
sub.setCamera(camera);
globalRoot.getChildren().add(sub);
//Add all 3D content to the root3D node
primaryStage.setScene(scene);
primaryStage.show();
Related
My all project works in UI. One of my scene has videoPlayer and I would like to set my MainCamera to that specific Area. This scene is my Recording scene but for recording I have to use canvas Render Mode and has to be "Screen Space - Camera". How I can set my camera view to that specific area.
I tried 2nd camera with culling mask but didn't work because videoplayer is already my UI's child when camera Renders UI showing all children objects.
Is it possible show to camera whereever I want in UI?
enter image description here
Yessir it sure is. I literally had to do this a couple of days ago. Here is a tutorial/video I followed to figure out how to do it for my application. From the sounds of it, all you need to do is follow the video up to ~3 minutes. Then utilize the end product of getting a camera to showcase something in a UI window for your application.
For reference if the video gets deleted the process is as follows:
Create a new GameObject within the Canvas
Add a Raw Image as a child to to the new GameObject
We want a raw image because Raw Images in particular support the addition of a 2d Texture and this is what we need in order to display the Camera view.
Add a new Camera as a child to the GameObject
Create a new Render Texture in you Project Folder
Add the Render Texture to your Camera's Camera Component in the Target Texture field
Add the Render Texture to you Images Raw Image Component in the Texture field
Move the Camera to what you want to view and it should project to your UI GameObject.
If it doesn't do this correctly or the image has weird aspect ratios, check the dimensions in the Render Texture and your Image. It took me a while to get everything to look normal but it really just takes dimension adjustments.
Hope this helps!
In Unity3d, I'm trying to make a simple metaball effect using multiple sprites of a blurred round, and those sprites move randomly.
Thus I'd like the shader to perform a pixel color change from the rendering of all the sprites all together and not one by one.
Here is an example :
The picture on the left shows four sprites with the blurred sprite ; the picture on the right is the result of the shader.
And I have no clue of how to do this.
If I understand your question correctly, what you can do is
Create a new RenderTexture
Move these sprites off-screen, out of the main camera's view.
Point a new orthographic camera at all of the sprites that you've moved off-screen and set this camera's Target Texture field (in the Inspector view) to the render texture. This will save whatever the camera is seeing to that texture.
From here you can render that texture onto the surface of another game object (maybe a Quad?)
Attach a custom shader material to that quad that takes the render texture as input.
Perform whatever operations you wish to the render texture within this shader
Position this quad object in front of your main camera so that the final result gets rendered to screen
Does this make sense?
I have 3D animation and display it on Raw Image.
The animation was quite ok testing on 3D plane, now changed to 2D Raw Image, then I am a bit weird about origins of GameObjects.
On 3D plane, animation models have origin on the ground between two legs.
Once changed to 2D Raw Image, the origin is shifted to chest. The first image is on 3D plane and the second is on 2D Raw Image.
All other position of club handle, club shaft and club head are also shifted to chest.
When I print the (x,y,z) position of club head, I have 374.9705,741.7168,-0.4869962. They should be less than 2 in 3D plane and less than 2 is correct.
How I run 3D animation on 2D Raw Image is discussed here and stated below
(1)Put the object in a specific layer (called MyLayer for the sake of the example)
(2)Set the Culling mask of a new camera to render only this specific layer
(3)Uncheck the MyLayer in the Culling mask of your main camera in order to prevent the latter to render your model
(4)Create a new Render texture in the project, and drag & drop it in the Render Texture field of your new Camera
(5) Add a new Raw Image to your UI canvas and assign the render texture in the Texture field
(6)Run my 3D animation
How can I have position of clubhead same as in my previous 3D plane?
I can't shift the origin, when I drag the whole GameObject is also shifted.
EDIT:
Let me add in why I run animation on RawImage is I need to display 3D animation on 2D canvas. For that I need Raw Image and RenderTexture to run 3D animation.
Please see the below image.
EDIT 1:
I take out of the canvas, but I don't see my model at the scene view to set the position. Why I can't see my model.
I see the model on the preview of my RawImage, but not at the scene.
DisplayCamera can see the model, but when I run I don't see model on the greencanvas too.
I'm fairly new to Unity and I'm trying to embed a 3d view inside a 2d one.
I'm working on an emulation app that has a 2d UI for controls and a preview of the result in a 3d box that should be embedded in the 2d one, sort of as a player.
What's the right approach to doing that in Unity? Is there a way of "embedding" one scene in another?
Thanks!
If you want to create 3D effect with UI canvas, you should look to this link.
If you are using 2D project, it is basically 3D scene with camera set to use ortographic projection, not perspective. So you can use 3D models as well.
You should look into Render Texture. Those allows to render a camera view onto a texture in a scene. Say you have a part of a scene an dyou want to render onto a TV screen in your game. You would place the TV scene somewhere and place your camera to view it. Then you create a render texture and apply onto the mesh that is making your tv screen.
Now if you wish to make a UI system, like a radar with a top view, you would modify the viewport of your top view camera (0,0,.2,.2 would place it bottom left corner with 20% height and width) and make the depth higher so that it renders on top of the main camera.
I'm very beginner in Unity so please forgive if, this questions isn't so hard to answer:)
So, I have a text on a Canvas in the editor, it is okay, it's showing well on Scene editor and In Game as well.
But, when I added two Sprites, which going to be the player and the enemy, the positions of these sprites are behave a bit weird.
The text position is: x: -293 y: 195, when I'm modifying the position of the text it works fine.
When I add the sprites to x:0 y:0 and x:1 y:1, in the scene editor they appear in the left bottom corner, but when I check in the game, they placed in the middle of the screen.
My question is why the coordinates and the positions are so different on Scene (grey) and on Game (blue) ?
Because initialized render mode of Canvas in Unity is "ScreenSpace - Overlay". So it is shown on too big area in scene. If you want to work only in view field of camera, in inspector just change render mode of Canvas to "ScreenSpace-Camera" and drag your MainCamera to RenderCamera in inspector. Even if you use ScreenSpace-Camera, coordinate system of RectTransform (UI Objects transform) is different than Transform (Normal game objects transform)
in this view, if you get closer to the left-down corner of your scene, you will see your main camera area and Sprites that are in correct positions.
I hope this helps.