jokes aside, cool framework! can really see where this could come in handy, especially when those showcases being completely clean and beautiful. oh, and that 3D UI nesting…my fav out of them all!!!
The reason why this thing appears is because when you first publish something, Distribute to Creator Store is disabled by default, also the “Distribute to Creator Store” button is not in the Asset Configuration interface, so you will have to right click on your model in the Toolbox > Models and press View in Browser and so on to be able to launch it in the store for the public
If you look at the info of an asset and see this irrelevant message it is because when you publish, Distribute to Creator Store is disabled by default and the owner of the asset forgets
WHAT …Good developers thought you have even hacked Roblox Engine for this but it’s an simple community recourses , but they become jealous for you special UI skills ,thanks to @yy_qat
Its not happening anymore, im not actually sure what was going on as I tried to fix it for 3 whole days.
It just… Stopped happening.
I do have a question to ask however.
In your game UNORTHODOX ACCOUNTING You manipulate the 3d healthbar according to the players movedirection and when they jump/land.
I would like to do that as well… Ive tried messing around with some offset logic. But it seems a little buggy as im not sure how to smoothly change offset to create the same effect you are producing.
I know you might consider what im talking about a developer secret. But I would really love if it you could tell me.
Anyways, thank you for this resource! really simplifies the hell out of 3d UI!
We dont use the movedirection, we use the assemblylinearvelocity
also i kinda forgot to mention this but Screen3D objects also have a property called rootOffset that acts as a “primary offset” to all of the 3D components inside it, which we set to the character’s velocity divided by some “sensitivity”, relative to the camera’s rotation.
you can also use the x axis of the relative velocity as an angle for CFrame.Angles for the rotation effect
we then use lerping dark magic to make it look smooth
here’s a REALLY SIMPLIFIED version of what we do:
RunService.RenderStepped:Connect(function(dt)
local RelativeVelocity = camera.CFrame.Rotation:ToObjectSpace( CFrame.new(Velocity * sensitivity_constant1 ))).Position
local lerp_alpha = math.min(dt*lerp_speed, 1 ) --avoids low framerate jank
screen.rootOffset = screen.rootOffset:Lerp( CFrame.new(RelativeVelocity) , lerp_alpha )
component.offset = CFrame.Angles(0,0,math.clamp(-Velocity.X / sensitivity_constant2, -min_angle, max_angle)) --we lerp this one too but i cant be bothered to lerp it here
end)