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Found 8 results

  1. Hi, Probably there is a bug in occlusion queries - http://www.babylonjs-playground.com/#QDAZ80#15 Here a label is a thing that appears/disappears depending on the visibility of a sphere. I've noticed Occlusion Query takes into account only meshes that were created before it was enabled. If I add a box later - BJS doesn't understand that a sphere is behind the new box and my label stays visible. In my demo - in the beginning the label is not visible because the sphere is not visible, it's good. However, if you go to the right behind the box - label will always be visible. Is it normal and can be configured somehow or it's a bug?
  2. Hi all, Is there a flag in a BJS GUI system to automatically disable rendering of the GUI labels when the mesh they are attached to is not visible? Simple use case: you use labels to show user's names, and you shouldn't see the labels of the enemies which are not visible at the moment. Well.. because you shouldn't know where they are (behind the wall)
  3. Hi all, When you play a multiplayer game you often can see players name above them. How can I do the same with a BJS ? I've tried a GUI module to create a TextBlock() , it even has a margin parameter, however the result depends on how far the mesh is from you. If it's next to you - the label will be in front of the mesh, if it's far away - the label will look like it's somewhere in the sky. What is the best way to create a label, which will always be faced to my camera, and which is for example 30 pixels above the mesh independently of the distance? I understand that BJS takes mesh's center and puts a label on it, margin is also a distance from center. Maybe it's possible to use another point instead of the center? Like a pivot point in Blender. Then it would be possible to leave the default value for margin. Thanks!
  4. Super hard to find -> faceId Labels on Ground Plane Subdivisions? Looked everywhere, thought I saw it once. Going to go ahead a write the loop, [now] (similar to the awesome-> boxify)but still, does that exist already? Thx.
  5. Hi, My query is this: I use the Cocos creator tool to position a text. When you export the position of this element and then integrate it into my phaser game, it happens that the selected position is slightly different from what is previewed in the Cocos tool. I suspect it is due to how both tools draw the font in their respective container. As you can see in the attached images, in the tool the text is centered in its container, however, in Phaser, when debugging the edges of the text, you can see that the font is positioned upwards. In short, both containers are in the same position but the texts are drawn in different positions. Is there any way to modify how Phaser draws the text in his container? As additional information, both texts are centered and added to a sprite as a child. The way the text is positioned varies according to the font used. Cocos tool Phaser:
  6. Hello everyone, I'm trying to get a label system which could work like https://jig.space/view?jig=v4Ga2VKw I'm using the 3ds max exporter to export the meshes and I wanted to use the pivot point as a base to place the label. Maybe there is a better way to do it. When I create my Group2D (containing a line, rectangle and text) and set the trackNode property to use the mesh, I can see that the pivot point is not used. It looks like it might not event been exported (I attached the file) since the pivotMatrix is null. Maybe I'm missing something ? Infos.babylon
  7. I started looking at this thread (http://www.html5gamedevs.com/topic/7238-label-on-top-of-an-objects/) but could not find what I wanted. I have followed this example also (http://playground.babylonjs.com/#O4OXG#4). But the problem is that the text is on a plane that is a square. In most places the labels are going to be long for me, like several words & I may also have the requirement of clicking the label to take some action. I can have a big plane & make it tranparent, as in this example, but the click (through actionManager.registerAction) would be on the plane which is now much bigger than the text. I tried using Ground instead of plane & making it a rectangular but the text gets squished if it is a rectangle An ideal situation for me would be to have a piece of text independent of plane, where by the text itself is an object or otherwise have a rectangular plane or ground or mesh (of the size of the label) where the text does not get squished. Is any of these possible? Or is there any object labeling facility available directly in babylon that I am missing. Also let me take the opportunity to ask one more related question. Will it be possible to put line breaks/newline in the texts. Thanks
  8. Hi Guys, I was looking for an answer but could not find one so Im sorry if I missed and double post. Im currently working on an small sidescroller game. The enemies are created as group and come from the right into the scene. what I would like to do is add a random name for the enemy displayed as text on top of the enemy, and having the same physical propperties like it (eg gets killed/destroyd if the enemy dies, moves at same speed etc) I suppose I can do this as child from the enemy but I have no idea how to add text this way especially for an "dynamic" text I appreciate any help cheers
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