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Roll a ball around with Mobile Standard Assets First Person Controls and make image look decent on sphere.
So this is my situation. I have a game where you choose a picture from your photo library, and it puts that image as a texture onto a sphere. I have a mobile standard assets character with rigidbody and a rigidbody sphere. I have 2 questions: 1. How can i get the image on the sphere to look even, and not all spread out? 2. How do I make my ball roll when pushed by my character? The second question is the most important, number 1 is just if anyone knows. Thanks!
If you are using a character controller, just add a kinematic rigidbody to it and a normal rigidbody to your ball and when pushed it will roll.
Answer by Gruffy · Dec 07, 2014 at 06:56 PM
\yo would have to correctly UV map the face to the shpere. I should firstly create your ball object in something like blender, then uv map it in there...afterwards, just make sure the image can be cropped into your UV map without looking too weird ( you are after all trying to map a face to a sphere) hence the need to do this in a modelling software.
After that you would then need to ensure the user places their image from a photo library correctly, say a bit like a photo-booth where they have a line you try to fit your head into on screen etc- this just screams that you`d want to do that in your game and leverage the devices image capturing ability, it would make life easier for you to map i`d say then. Hope that gives you some direction there bud, though not an answer Gruffy
Thank you very much, but unfortunately I'm not a big fan of modelling (especially Blender) and am very bad at it! However, that should be fine but I was wondering about the ball rolling also? Thanks!