How would I go about drawing 2D text in Xna while my game is in 3D. Basically I want it to overlay over the screen, not draw it in a certain position in the 3D environment.
The SpriteBatch, documented here, will allow you to write 2D text, check a tutorial like this one. See DrawString. Here's a simple example from Microsoft.
Related
I am creating a game that uses 2D sprites in 3D terrain. I am using Universal Render Pipeline and 2D renderer to use 2D lighting. These 2D objects are placed on 3D terrain to create a game similar to "Don't Starve Together" where everything is at an angle so it creates an illusion of 3D space of 2D objects.
To be able to use 3D terrain with the 2D renderer, you need to convert every single material and texture, this is done easily. For the terrain to work, you need to create new material and attach a URP shader to it (Universal Render Pipeline - Terrain - Lit). And here comes the problem, the terrain is suddenly completely invisible and I am not able to paint on it. According to tutorials, this should work perfectly fine and in the videos, it does.
After 2 days of searching, I found nothing so I had to think of my own ideas. I have got one that is not working. My question is if you have seen some similar problem before and know how to solve it, how to solve that material issue, or how to be able to get my idea working.
Idea:
I have got an idea if it is possible to use 2 cameras at once, one that would be using a 2D renderer on 2D objects and a second one that would be using URP renderer for the terrain. The terrain now has a terrain layer. The one with the 2D renderer ignores the terrain layer and the one with the URP renderer ignores everything except the terrain layer. But for some reason, it still is not working.
Any help would be appreciated. I would have provided pictures but the servers are broken again.
I am trying to build a VR applications with portals into other worlds. These portals do however not have to be flat, they can be bent. Here https://www.youtube.com/watch?v=EpoKwEMtEWc is video from an early version.
Right now, the portals are 2D planes with camera textures which stretch and move according to the users position. For VR use, and to ease performance issues, I would like to define which area of the screen gets rendered by which camera. Sort of like a viewport in regular Unity, but not rectangular, and for VR with Windows Mixed Reality.
Is this somehow possible? Possibly even without Unity Pro?
Novice Unity user. I want to create a pixel art 2D RPG game for fun in unity. I ran into an issue with my pixel art when I would drag it into the scene window. What would happen is that the Game Window would distort the pixel sizes to be either twice as wide or twice as narrow in the x and y direction. I have no clue on how to fix this issue and looked all over. I would appreciate any feedback. But I would prefer a discord call so that I may share my screen to get efficient troubleshooting advice! Thank you
There are quite a few tutorials and even helper packages to deal with Pixel Art games in Unity:
Achieve Crisp Pixel Art with Unity 2018.2
Pixel Perfect Package
Making A Flappy Bird Style Game
By default, Unity will import your images as Textures and resize them to the nearest Power of 2, which should explain the distortion observed.
A bit more advanced, but if you want all the images to import as Sprite, you can save a Sprite import setting as a preset and then assign it to the TextureImporter in Project Setting > Preset Manager. See Reusing property settings and Preset Manager.
hth.
I'm implementing a small software and am having trouble getting the Draw Geometry! How I can do this?
Thank you.
Your question is very vague. If you want to draw some vertexes you have to use the GraphicsDevice draw methods otherwise if you need to draw some sprites you have to use the SpriteBatch draw method. If you want to import a model you can exploit the draw method of the Model class.
If you're starting from a scratch I recommend you to give a look to those step-by-step tutorials:
Your First Game - XNA Game Studio in 2D
Displaying a 3D Model on the Screen
Draw a Textured Quad
Currently i am working on kinect Virtual Jewel shop app. In which user can able to choose the jewels and check how it looks .
The App started with 2d images where it does not look realistic .
so can any one suggest your ideas for the following queries.
How to make the 2D images realistic without going forward for 3D?
I choose 3d for fitting the jewels with neck , we can skew and rotate the images in 3D. Whether the same thing can be accomplished by 2d? if so how can we do it.
For going forward with 3d is there any tool available to convert the 2D images into 3D?
I am zero and new to 3D objects, pls tell me how we can sit the 3D object in skeleton data. is there any format available in 3D ?
The current application is in wpf 4.0 so How can we use the 3D object in WPF ??
I don't think it can look realistic without 3D. But you can generate a 3D mesh with the form of the jewel.
(See this to get the idea http://fenicsproject.org/_images/hollow_cylinder.png ).
And put your 2D images like a texture on the mesh.
Check the riemers tutorials.
http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Textures.php