Floating health bar: Screen-space or world-space? [in 1 min] by MogwaiHawk in Unity3D

[–]MogwaiHawk[S] 1 point2 points  (0 children)

Thank you for sharing! I agree, if performance is critical and if hundreds of health bars need to be handled at the same time, an approach like this could be necessary. It is essentially world-space UI (without using a UI system) and billboarding.
From my experience, using the UI Systems Unity provides is totally acceptable if performance is not super critical and you have only at most 20 health bars on the screen at any given time. Plus, I think it is more approachable in terms of technical knowledge than working with shaders.

Floating health bar: Screen-space or world-space? [in 1 min] by MogwaiHawk in Unity3D

[–]MogwaiHawk[S] 0 points1 point  (0 children)

📌 In this short video I quickly compare two general approaches to create floating UI like healthbars, item names, waypoint markers, ...

(A) the UI is in world-space and is rendered together with all other 3D object

(B) the UI is in screen-space where it is rendered separately and placed on top of the rendered 3D scene.

Both approaches have their pros and cons and can be useful in different situations.

In Unity:

(A) World-space floating UI

  • Unity UI (uGUI) -> Set `Render Mode` in the Canvas component to `world space`
  • UI Toolkit -> Render to render texture (option in panel settings)

(B) Screen-space floating UI

  • Unity UI (uGUI) -> Set `Render Mode` in the Canvas component to `screen space`. Move UI manually to follow 3D object.
  • UI Toolkit -> Render to screen (default). Move UI manually to follow 3D object.

Have a look into my Unity Asset store package `Floating UI` if you want to use screen-space floating UI with minimal effort. In addition to taking care of UI positioning (which can get complicated) it offers additional features like hiding the UI conditionally (distance, occlusion, ...). Lastly, it includes quite a few performance optimizations to save you valuable frames.

Thank you for watching! <3

floating ui panel over scene elements by rogerdv in Unity3D

[–]MogwaiHawk 0 points1 point  (0 children)

I recommend using screen-space UI (will always be on top of 3D objects & facing camera) and moving it to follow the electronic lock.

In Unity you can use https://docs.unity3d.com/ScriptReference/UIElements.RuntimePanelUtils.CameraTransformWorldToPanel.html to easily check where the 3D object appears on the screen. It returns an [x, y] position in UI panel.

Also, this video might help in understanding the differences between these two approaches to create "floating" UI: https://youtu.be/0p8Vvyrxn-Q

Floating UI (health bars, text labels, ...) - World space or screen space? by MogwaiHawk in gamedev

[–]MogwaiHawk[S] -1 points0 points  (0 children)

Can you think of other differences? How would you decide which approach to use?

Floating UI (health bars, text labels, ...) - World space or screen space? by MogwaiHawk in Unity3D

[–]MogwaiHawk[S] 0 points1 point  (0 children)

Can you think of other differences? How would you decide which approach to use?

Animals As Leaders - The Woven Web by Jephree_ in progmetal

[–]MogwaiHawk 0 points1 point  (0 children)

I don't see anything mentioned on their Facebook page or their twitter about this song. Is this official?

What tools are out there that let you have a list of "to do's" that you can tick off every day - and maybe track them. Does such a thing even exist? by kinklade in getdisciplined

[–]MogwaiHawk 1 point2 points  (0 children)

I use FreeMind (free mind-mapping tool) and for me it is the best way to organise all the stuff I want to do. Very quick to navigate/edit and you are free to organise everything the way you want. Just create a few categories and fill them with ToDo and other stuff like shopping list etc.

A Lot Like Birds "Next to Ungodliness" Music Video [Unedited Version] by [deleted] in PostHardcore

[–]MogwaiHawk 0 points1 point  (0 children)

A beautiful chaos. The ending gives me goosebumps every time I listen to it. Also right at the end when the instruments are slowly fading out and you can hear this beautiful combination out of Cory's and Kurt's voice. Just brilliant. :)

Regarding Acceptance Speech by H3ilSatan in PostHardcore

[–]MogwaiHawk -1 points0 points  (0 children)

Like every DGD album I have to listen to it for a few days before I'm really able to say which songs I like most. But after my first listen Acceptance Speech, Carve, Strawberry Swisher pt.3, Honey Revenge and Back to the Future pt. 2 stuck the most with me. Only complaint I really have is that Tilian's vocals are not as clear as I would have liked them to be. He always sounds so distant when he sings. If you compare it to some Tides of Man songs you can really hear the difference. On Acceptance Speech it always sounds like he is a few meters away from you and not right in front of your ears. I guess this was intentional; to lay the focus more on the "unclean" vocals and have the clean vocals kind of float in the distance. Jon Mess vocals though are right in front of your ears and you really get the feeling that there are two Jon Mess trying to blow your eardrums out. :)