Blender 2.6 Game Engine Tutorial Dynamic Text Display (Old Version)

Ian Scott 3D Games and Movies · 10K views · 2012 · 4:58

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Game programming & enginesComputer graphics & renderingIndie game developmenttutorialdated

Why Blender Stack Exchange recommends it

Blender Stack Exchange users link it as the standard walkthrough for dynamic text in the Blender Game Engine, both when recommending a method and when debugging attempts to follow it.

Recommended by 2 people across 2 different months, 2014 to 2015.

What it is

A short 2012 tutorial from Ian Scott 3D Games and Movies showing how to set up dynamic, updatable text in the Blender 2.6 game engine. It walks through UV mapping a bitmap font image to a plane, enabling the Text option in the Game Settings panel, and adding a 'Text' game property that logic bricks or Python can update.

What people said

Recommends user2859 · 2014-04 · Blender Stack Exchange · on “Why is my text pixelated?”

I posted my answer but i don´t recommend using text objects at all, since they are a hack right now. The other problems you get are no depth sorting, does not respect materials, Z buffer issues, no alignment. I recommend using this [this video] method. If anything you could use text objects to render text off-screen and combine it with the uv mapping technique.

Recommends gandalf3 · 2014-07 · Blender Stack Exchange · on “Change Text Color in Blender Game Engine?”

You need to set the Object color in Properties > Display : Text objects are made out of polygons in the 3D view, however in the game engine they are rendered straight as text [LINK] (there are also some issues with picking the resolution to render it at, which is why it sometimes looks pixelated [LINK] ). If you want to have your text look as it does in the 3D view (3D, with materials/textures), then you'll have to convert it to a mesh ( Alt C > Convert to mesh ). Note that once it's a mesh you can no longer edit it as text. If you do need to have dynamically editable text, then perhaps the technique mentioned in this comment [LINK] will help: . . . I don't recommend using text objects at al

Cites Wolfram Strauß · 2014-10 · Blender Stack Exchange · on “BGE: Getting keyboard entries on screen, entered characters are black”

In an application I would like to get a gamer's name to use it later in my Python code. So far I am using "Dynamic Text Display" as shown in [this video] . I find the procedure pretty complicated. In an older version of the appliction it worked, but now I get only black boxes instead. I made a lot of changes and don't know where I lost it. In the object I check I think everything according to the clip above. Still all black. Then I tried to get the name from the keyboard events, but since I am using a german keyboard I run into trouble with our special characters. It seems that the program assumes an US keyboard. I even thought about changing the bge.events. EventToString() method to cover my key

Cites CuriousElf · 2015-02 · Blender Stack Exchange · on “Game Engine's bad visualization with layers”

The dynamic text was programmed like this tutorial: [this video] (too much lines to share here). This is an plan, with an image uv .tga associated (arial font, in case), and works with a sensor, a logic controller and a property actuator. The actuator assign the property value. The value comes from a python code, a module associated with controller.

Cites blackhole · 2015-06 · Blender Stack Exchange · on “How to make dynamic text in GE?”

I don't know why, but it doesn't work. I've done everything said in this [this video] video, and my result is the following: planes without a transparent background, only displaying @ as the texture, sitting next to each other. Also, there are a lot more planes than the text. I have a .blend which can be found here [LINK] .