Need some help/advice on making moving text

Hi i was just wondering if anyone knows how i can make text move in things such as signs in game
eg:

Only the text will be in a more scifi/futuristic style:

Would this be projectors,just use a gif, animations etc

Several methods.

Easiest is probably to use UV animation - you could have a scrolling marquee just by applying a constant change to U or V, or a scrolling animated marquee by using A Lot Of Math to get both position and ‘sprite frame’ to the right spot.

Here’s an animated sprite class I enhanced after snagging it from I think the wiki?
It doesn’t do marquee-ing, but it works well for simple shapes like in your images (rectangles).

var uvAnimationTileX = 2; // Columns in the sprite sheet
var uvAnimationTileY = 1; // Rows in the sheet
var framesPerSecond = 20.0;

var initialFrame : int = 0;

var playOnce : boolean = false;
var beginRandomFrame : boolean = false;

private var maxIndex : int = 1;
private var minIndex : int = 0;
private var size : Vector2;
private var startTime : float;
private var material : Material;

function Reset() {
	minIndex = 0;
	maxIndex = uvAnimationTileX * uvAnimationTileY;
	size = Vector2 (1.0 / uvAnimationTileX, 1.0 / uvAnimationTileY);
	startTime = Time.time;
	renderer.sharedMaterial.SetTextureScale ("_MainTex", size);
}

function OnEnable() {
	material = renderer.material;
	Reset();
	if ( beginRandomFrame ) Frame( Random.Range(minIndex,maxIndex) ); else Frame(initialFrame);
	Run();
}

function Run() {
	while ( gameObject.active ) {
		if ( framesPerSecond > 0 ) {
			var index : int = (Time.time-startTime) * framesPerSecond;
			Frame(index);
		}
		yield;
	}
}

function SetRange( min : int, max : int ) {
	Reset();
	minIndex = min;
	maxIndex = max-min+1;
}

function Frame(index : int) {
	if ( playOnce  index >= maxIndex ) {
		gameObject.active = false;
	} else {
		index = minIndex + index % (maxIndex);
		var uIndex = index % uvAnimationTileX;
		var vIndex = index / uvAnimationTileX;

		var offset = Vector2 (uIndex * size.x, 1.0 - size.y - vIndex * size.y);
	   
		material.SetTextureOffset ("_MainTex", offset);
	}		
}