Closed gilescope closed 2 years ago
alternatively if we can pin 3d text to the camera so that it moves around with the camera then that works too - more than one way to skin a cat. But ideally it would be great if the std bevy text and this didn't interfere with each other.
This is a duplicate to #3, also mentioned in the README limitations - should be highlighted though.
The reason for separate .ttf
FontLoader was that there was no way to access font bytes through the bevy loader.
Non-exhaustive list of options to fix it:
bevy_text_mesh
`AssetLoader' be 100% compatible with other Bevy plugins (being a drop-in-replacement)ab_glyph
crate to expose font bytes for further processing in bevy_text_meshab_glyph
example as basis of ab_glyph APII'd lean first for 5 and then 1. Any comments?
Regarding option 1, this is how bevy current loads fonts:
The font is exposed through a ab_glyph::FontArc
In my case the text is independent of the camera and is more embedded in the 3d world. (I don't really need depth so set that to be small).
"Submit a pull request for Bevy to expose underlying font bytes" - I think first we should probably raise an issue against bevy to say we'd like to be able to use the raw font data. But yes I think being able to get access to the raw loaded asset sounds in general a helpful thing that others may also need. I'm sure people with assets other than fonts will need that escape hatch.
One option would be to create the text mesh as a labeled assed instead of standard asset.
Regarding multiple asset loaders, there's an open bevy issue at https://github.com/bevyengine/bevy/issues/367
Tbh am steering clear at the moment as am doing wasm and am trying to avoid non-rust dependencies to keep things simple.
On Sat, 27 Aug 2022 at 08:19, Mika @.***> wrote:
One option would be to create the text mesh as a labeled assed instead of standard asset.
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Closed as fixed by #15
When I add in the TextMeshPlugin then any 2d text ( https://github.com/bevyengine/bevy/blob/main/examples/ui/text.rs ) disappears. I am guessing that it's just that the 2d text is getting upset by a different font loader.
It would be great if I could use your awesome 3d text and also have some 2d ui (like fps and other HUD info). Took me a little while to track this down that this was the cause.