Basically it changes the Backpack into a BillboardGui which is adorned to a part that follows the camera. Its extremely close to the camera, and the items are ridiculously small. Its possible to make an object go in front of the backpack, but its pretty difficult.
You can check it out here:
Its still a bit buggy, but I’ll fix it up later.
I’m going to consider trying to push this to roblox’s github if I can perfect it.
BBG is actually a genius solution to this problem. You can set it to the exact dimensions you want with UDim2’s offset feature, place the adornee literally on the camera, and set the studs offset to whatever depth you want, and you magically have a screen in 3D space. If you want the same effect with SurfaceGuis you have to do math, and with ScreenGui’s it’s just not possible since those are layered on top of 3D elements.
What kind of math is involved in determining size and position in relation to the camera and screen size to make sure 3D objects are at the same location for anyone’s screen size?
I want to make some 3D Guis, but I don’t know how to pull this off.
If I use a ScreenGui, I have no control over Z Buffering.
I was originally using a SurfaceGui with a part in front of the camera, but unfortunately this was causing the mouse.Hit property to become obsolete (as it would target that part no matter what).
Honestly, while I like the backpack, I feel that a 3D backpack would be too much for ROBLOX. I don’t have any reason why, really, it’s just what I feel.
Well, one thing I can see myself using it for is a replacement to icons. I hate using just words for my tool names and always make an icon for each one. This usually involves green-screening and dealing with Paint.NET’s decent wand select feature and roblox’s horrible AA. With this, I can just have a 3D icon which looks better than a 2D one and is easier to accomplish!