![]() ![]() Next we would insert a BillboardGui into the part we have in Workspace, then we would add a TextLabel into the BillboardGui (I recommend naming the BillboardGui something like RankGui depending on how you are using it).Īfter this we would customize and design the BillboardGui, it’s like designing a normal gui in StarterGui if you have ever had any experience. To help remove your doubts, to start off and design the BillboardGui we would need an object to act as the head as that’s where you want the overhead gui to hover over, in this case we would use a part that would be placed in Workspace. So yeah, definitely take this into consideration if your game uses the default Roblox character rig.I would like to achieve an Overhead GUI that displays above characters head with information such as What Number rank they are and the text of their rank in the group. That’s over a 15k triangle difference just by 30 players With the one I created, it would only take up 9600 triangles The following example is actually something pointed out to me when I first told him about this whole thing, so credit to him because otherwise I might have not thought about this:Ģ5380 triangles would be taken up just by 30 Roblox heads. And while the difference may not be big for say, a single character, it may make a noticeable boost in performance. That’s almost a 62% reduction in triangle count. The biggest thing is the triangle reduction, and the head is now at a more comfortable 320 tris rather than 846. The game I’m working on also has characters that usually wear hats or some kind of headgear anyway, so the fact that the head looks kinda low poly from the top doesn’t really matter, and most people probably won’t freak out over your heads not being super round. You can only really notice a big difference when you’re staring at the top, but if you’re looking at it from a mostly horizontal angle (which is probably how you’ll see it most of the time in-game) there isn’t really much of a difference besides sun reflection. I used 16 edges instead for the cylinder + smooth shading. ![]()
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