When I assing a plane or a quad to look at the camera (like a billboard), it either flips 180 degrees and stays like that (you can’t see the sprite then) or it flips sideways towards the camera. How can I fix this?
I’ve managed that point by myself, but still the quad faces 180 degrees away from the camera. Doesn’t fix if I change the rotation from the inspector.
I’ve found that if I import a model from Blender, the Vector3.forward is all goofed up. A simple fix is to attach it to an empty game object and rotate the empty. Other than that, it would need to be reoriented in Blender and exported a different way. It actually looks right, but when you look at the rotation in the transform, it’s been rotated to look right, so forward isn’t forward.
Did not work, probably because my quad is from Unity, not from Blender (GameObject → Create Other → Quad).
If it faces 180 degrees away from the camera, you have the texture on the wrong side, anyway, it should still work with an empty object just rotate it properly, add it to an empty. If it rotates wrong, you have it facing wrong when you added it to the empty. You also have to rotate the empty, not the object it’s parented to. Doesn’t really make sense for a quad in unity because it’s already rotated properly. Put it to 0,0,0 and put a texture.
Works fine now, except that when I move the character (by clicking the mouse, the character get’s a target location and proceeds to move there), the quad will not follow the base character that well. It tends to jump off a bit. The structure for the character is the following:
Player (Capsule, has all the general player scripts, base stats, movement etc.)
→ Empty Object with the billboard script
→ Quad that has the texture and has been turned 180 degrees to face the camera the right way.
I don’t know enough about your project to help on that. Good luck.
Would you be interested to help me, if I’d post my project file here?
If it’s a small project I may be able to look at it. Can’t guarantee anything.
I PM’d you.