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Question by DrRocker87 · Nov 02, 2012 at 08:00 AM · guitextures

How do I create GUI Objective Textures based on Player Position?

So I am at a little bit of a loss as to where to start with this one. I am working on a FP /TP RPG.

What I am looking for are kind of like textures that are always visible on the users screen until they navigate or interact with that object.

Example. You are running passed an objective in BF3 (lets say Objectve A) . Once you pass Obj A the GUI Texture for A stays on the screen, but now it is on the bottom of the screen insinuating it is behind you. If you are looking at A and look towards the ground, the texture is now on the top of the screen.

Pic : BF3 Objectives

In that pic you can see A and B are both to the right.

I have 3D Text shaders that show over objects and I know GUI Textures show "over" the camera. So is this just a matter of basing it off player, object and texture position?

Please let me know your thoughts. Any help is greatly appreciated!

Thanks!

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Answer by DrRocker87 · Nov 05, 2012 at 08:51 PM

Ok, so after no one really had an answer for me I decided to answer it myself.

I took the ObjectLabel.cs script found in the Wiki and Modified it for a GUITexture not GUIText. Essentially, it is the exact same thing except you want to require a Texture not the Text.

Here is the link to the script : http://wiki.unity3d.com/index.php?title=ObjectLabel

Here is what I changed:

From:

 [RequireComponent (typeof (GUIText))]

To:

 [RequireComponent (typeof (GUITexture))]


Now just create a new GUITexture and add the script to it.

Your "target" is going to be the object with the texture above it and make sure you "Clamp" the texture to the screen so it always shows.

Also add in the MainCamera for the Camera to Use.

and thats it! Have fun!

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