Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by bastischo · Jun 01, 2016 at 07:24 AM · guirenderingrendertexturedrawtexture

DrawTexture on RenderTexture without Camera

Hello, what I am trying to do is the following: I want to draw an array of Bullets onto a RenderTexture. This Texture is then used for a Button.

This is so the user can choose between three different patterns of Bullets.

Displaying the texture on the Buttons is no Problem. However Drawing onto the Texture gives really weird results.

Here's my Code for Drawing the positions onto the texture:

 preview [patIdx] = new RenderTexture (256, 256, 0);
 preview [patIdx].enableRandomWrite = true;
 preview [patIdx].Create ();
 
 RenderTexture.active = preview [patIdx];
 float halfsize = bulletPreview.width / 2;
 for (int i = 0; i < shots; i++) {
     float x = (positions [i, 0] + 0f) * 2f / 6f;//+3*256/6
     float y = (positions [i, 1] + 0f) * 2f / 8f;//+4*256/8
     Graphics.DrawTexture (new Rect (x - halfsize,
         y - halfsize,
         halfsize * 2,
         halfsize * 2),
         bulletPreview, null);
     }
 RenderTexture.active = null;

halfsize is half of bulletPreview's width/height. This gives me an empty Texture. If I change the Rect to

 Graphics.DrawTexture (new Rect (-1f, -1f, 2f, 2f), bulletPreview, null); 

bulletPreview gets drawn over the entire texture, so apparently the coordinate space for rect goes from -1 to 1 even though DrawTexture's Documentation states otherwise. This would be no problem if I could just scale my coordinates into [-1,1] but it gets rounded/floored to the nearest integer, so i can only chose onto which quarters of my RenderTexture I can draw.

If this explanation is unclear, please let me know and I'll try to show examples.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by bastischo · Jun 06, 2016 at 12:04 PM

Since I have found no Solution I'll post my workaround.

I created a Camera for every RenderTexture and placed them far away from the actual game. my game is in x/y-range[-3..3,-4..4] and the cameras are at x=100/130/160. then i assigned the RenderTextures as target Texture for these cameras and added the sprites in front of them as GameObjects with only Transform and SpriteRenderer Components

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

How to get the rendered texture from a camera, save for later display on another camera? 1 Answer

Black RenderTexture when used with GUI.DrawTexture 0 Answers

Render only certain levels of UI 0 Answers

Graphics.DrawTexture vs GUI.DrawTexture vs Graphics.Blit 0 Answers

New GUI - Text not rendering in front of geometry if using a Mask 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges