![]() The LoadImage function replaces texture contents with new image data. I have a system the tracks a 3D renderer and makes a box around it in the UI space so I have a little experience dealing with this area but I have no time to test this right now as I have to get to work in an hour, just thought maybe anyone knows anything about this. Loads PNG or JPG image byte array into a texture. How would scaling the object to the display box/rect work, I suppose getting the height and width from the object and from the rect and making an appropriate Vector3 scale? Should it be done with some kind of WorldToScreen? Is it just simply making the game object a child of the UI game object where the icon would go? Build skills in Unity with guided learning pathways designed to help anyone interested in pursuing a career in gaming and the Real Time 3D Industry. Thinking of how they do it / how to replicate it I think it's just making a game object with the graphic like I've said in the OP and just placing it in the UI, which is the part I'm not sure about. In this tutorial, you’ll learn how to use the StreamingAssets folder to allow users to load their own images, songs, and even game levels into a project. Preserve dynamic, user-generated 3D content. ![]() I booted up KSP and while building some ship I noticed that the way they do icons is awesome and it looks super simple, if you don't know KSP the menu with the parts have a little 3D model with the part graphic rotating. Allows your Unity-powered application/game to export scenes/GameObjects to glTF at runtime. Note: Credit goes to Eric, our venerable Unity Team Leader for the tank model. Another folder called TankArenaAllAssets is included with some sample assets you can use later on in this tutorial. So I was working out some kind of "render on demand" system like you've said and getting tangled up in my own ideas I decided to go do some "research". Download the starter project here, and unzip and open the TankArenaStarter project in Unity. Thinking about it, there's a certain elegance to option 2, but if you decide down the line to let the player scribble his signature in the corner of the image (for example), then option 1 starts to be the only sane solution. That would cause smaller save games, but would require a slightly more complex "render on demand" system for when the icon isn't available. You are already going to be saving the shape and settings of the players created unit(s), so why not just add an extra file that is a PNG of the RenderTexture-created icon? It just comes down to some kind of generated filename and then another way to track a directory of those files so you can find them again at load time, and associate them with the right unit.Īlternatively, instead of saving the PNG file, you can save any viewing angle or other camera settings that you let the player do and then on reload simply recreate the icon. You can have external assets stored in a folder that is inside the base folder of your game. It actually sounds like you have a pretty firm handle on what you're trying to do, but since you're asking for some thoughts, here are a few: All you can do is upload it to some cloud storage and use this storage as a part of your program data, likea streamingassets folder.
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