Fixing the Submarine Screen Layout
Spent some time wrestling with Godot’s SubViewport system today to get the submarine’s overhead display screen actually working.
What went down:
-
The Layout Battle: Setting up the UI scene with clean container nodes (
CenterContainerandVBoxContainer) so the labels stay organized and readable. -
The UV Stretch Crisis: For a while, the text was completely giant and blown out across the entire 3D mesh. Turns out the mesh’s UV unwrapping stretched the texture out like crazy. After a lot of tweaking, setting a custom UV1 scale of
-2.0on the material ended up being the magic number to force everything to shrink down and fit right onto the screen arch. - Viewport Quirks: Dealt with some classic Godot issues where the texture kept disappearing or turning bright purple when making edits, but finally got the paths reconnected and running.
Next Steps: I have to now fix and test these screens and to make sure they display the text flawlessly. Next up is prettying it up to make the text layouts look nice and crisp and then getting the rest of the cockpit dashboard screens mapped out.
Comments 0
No comments yet. Be the first!
Sign in to join the conversation.