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ObjectText does not align text with <p align=center>


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Posted

Hello, 

I am using ObjectText to display text on signs on Unigine 2.18.0.1. I would like to replicate the sign on the right with the ObjectText. The text that have to display is :

Z50-
1'
2

All should be centered (like the right sign) but when I use the align=center it does not like the end of line and does not center the text. How can I fix this ? I have tried many thing with end of line character, spacing, ...

Capturedcran2026-05-12111303.thumb.png.ebf3fa30d935fad51dae5fa31d3e9729.png

Note : I use "<b> </b>" to force to display the last line.

Thank's

Maxime

Capture d'écran 2026-05-12 111317.png

Posted

Hi Maxime,

I'm afraid, ObjectText currently does not support all the rich formatting options. The only viable option that you can try to do in 2.18.x is to split this text to 3 different ObjectText objects and align them manually.

Thank you!

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Posted (edited)

Thank you. I will do this. 

Is it something implemented in newer version ? (2.19, 2.20 or 2.21)

Edited by maxime.isnel
Posted

Not yet, but I will raise the priority of this feature in our internal bug tracker.

At this point, I can't provide an estimate for when it might be implemented, as demand for this feature has not been very high so far.

ObjectText is typically used more for utility and debugging purposes rather than as a drop-in replacement for text in textures. It is also less readable at longer distances compared to textures, due to architectural limitations and performance considerations.

Thanks!

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Posted

One more question about ObjectText, by default they don't take account of the light. So when there is no light they are display like they are emissive (see screen).

Is there a way to make them affected by light ? At least they don't show up like this at night ?

Thank you ! 

Capture d'écran 2026-05-20 092426.png

Posted

Hi Maxime,

That is not currently possible, since ObjectText is designed to be completely unlit (it is rendered in the GUI pass).

As a workaround, you can try adjusting the text color via API and make it darker depending on the time of day. For example, during evening or night scenes you could switch the color to black. However, the text will still remain unlit, meaning that even if you point a flashlight at the sign, the text will not become illuminated or turn white again.

Or you can do very hacky things and automatically lerp text color using the sun height. For that you need to edit <PROJECT>/data/core/materials/base/objects/gui/text/shaders/ambient.frag and add dimming function:

// dim with sun height: dot(sun_dir, up) is +1 at noon, -1 at midnight
float day_factor = smoothstep(-0.1f, 0.25f, dot(s_scattering_sun_dir, s_sky_up));
float dim = lerp(0.05f, 1.0f, day_factor);
OUT_COLOR.rgb *= dim;

 

Full shader you can find in the attachment. Also this will work only with WorldLight, not with Omni / Proj light sources. Also it can look quite unrealistic at the evening and produce too dark text. Maybe you can figure out the better dimming algorithm, not a simple lerp.

Thanks!

ambient.frag

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