• Matching Render.DrawQuad to always look at player whilst rotating around an axis
    4 replies, posted
I want to create a Quad using a render function (DrawQuad, DrawQuadEasy) whereas the quad stays anchored in location but tries it's best to look at the player, similar to how 3D pillars worked back when everything that could be sprites were sprites. Here is my crude graphic representation: https://files.facepunch.com/forum/upload/377014/b3a2b97d-8de5-4eb8-ad7e-f209f77d5657/help pls.png If there was a "View C" represented by the perspective in the crude image above, the quad should be barely visible, and views B and A should see about the same thing. I am really close to replicating this myself, but I'm just beating my head over how to make it face the player on only one axis. I have successfully done it with all 3 axes but I have had trouble doing JUST the roll axis. To put it simply, I just want something that uses DrawQuad like DrawBeam.
I think if you did this with 3D2D and a material you can probably achieve it Alternatively, render.DrawSprite
render.DrawSprite causes flicker at diffrent angles i think 3D2D would be better
You are using wrong shader in your material, use UnlitGeneric you will be ok.
Thanks @solid_jake , @Rubat , and @GorkemF ! I ended up using 3D2D. Should have thought of that sooner...
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