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How do you make falling text?
Hi I wanted to make this falling text effect that is seen in the matrix for the background in my game but I'm really stumped on how to actually do this.
What I've tried is to make a particle system that makes the text (which isn't really working right now), and I wanted to know is there a better way that won't effect performance ( since I'm making for android).
Any ideas on how to do this?
Answer by Kiloblargh · Dec 21, 2013 at 12:17 AM
Thin vertically stretched quads, all sharing the same material (a 1024x1024 grid of letters), each with a random (divisible by the letter width) mainTextureOffset.x and an animated (`-= speed* Time.deltaTime)` mainTextureOffset.y.
Use a vertex colored additive shader and adjust the vertex colors to make them fade in and out.
Sorry I don't understand the animated(-= speed * Time.deltaTime) is that one of the parameters for the mainTextureOffset?
Also where do you find the vertex colored additive shader?
I mean you should have a speed variable, and multiply it by Time.deltaTime to compensate for framerate, and subtract the result from the mainTextureOffset.y to advance the texture downward. In the Update() function of a script that is either on the text strip or (better) loops through all the text strips in the scene.
I made my own vertex colored additive shader, but I also found one in the first page of Google search results by looking for "vertex color additive shader unity"
Okay so when I tried implementing it the offset did nothing. Now I'm guessing that the mainTextureOffset is like changing the offset on the material right? If that is true when I tried changing those settings just see what affect they would have they didn't do anything. So I don't know if I not sure how to really do this.
I've never had problems with texture offset property. If you edit it manually in the inspector, do you see the texture moving in the scene view? Also it's offset in percentage, not pixels- an offset of .25 will be a quarter of the way, etc. So an offset of 1.0 and an offset of 2.0 will look exactly the same because it has done a full loop. If you are giving it ints, you may see no effect.
Answer by danRULZ33 · Dec 21, 2013 at 01:31 AM
maybe go GameObject menu, Create other, 3D text, make your text, add a rigid body component and select use gravity. It works for me.
I was kind trying to get a more cascade affect. like rain but text
Answer by haim96 · Dec 21, 2013 at 08:18 AM
I think you should stick with particle system. Just make a sprite sheet of changing later adjust the size of the emitter color and speed variation and you done. It also your best option to keep good performance.
The only thing is I don't understand how I would make the letters appear. I made a material out of the sprite but it doesn't show up only as green squares which is the color of the text
watch this video: http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/cinematic-explosions
there is a part which he explain how to create particle with sprite sheet. in his case it's explosion sprite sheet. yours should be set of letters.
Answer by mustakbaba · Oct 12, 2017 at 01:42 PM
an alternative for text;
https://www.youtube.com/watch?v=buJplI6lHEo
you can create a photo in photoshop and add it to plane. The project link is in description of video. Dont forget this is just alternative way.
Edit: in the material menu you change the material kind to particle diffuse so it looks like real letters without background colour.