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Версия: 10.0

Stats Overlay

Stats Overlay is a feature that can display a variety of unique statistics about the viewer, including their FPS, world position, and time in instance. These statistics can be placed and scaled like decals, anywhere on a material UV.

Stats overlay uses an MSDF (Multichannel Signed Distance Field) Font Format efficiently draw very sharp text. This font array texture must be specified in the Font Array slot!

к сведению

Stats overlay only shows stats for the viewer - not for the person with the material! That means that the values will be different for each viewer.

Font Array

  • Type: Data Texture (sRGB = Off)

Texture that defines the font data to use. Two fonts in four variations are included in the package:

  • T_DigitalBold_FONT: Bold digital-display style font
  • T_RobotoBlack_FONT: "Roboto" typeface, Black styling
  • T_RobotoMedium_FONT: "Roboto" typeface, Medium Bold styling
  • T_RobotoRegular_FONT: "Roboto" typeface, Regular styling

Pixel Range

  • Type: Float

Pixel range to use to sample the edge of the font SDF. Can generally be left at the default value of 4.

FPS

  • Type: Toggle

Enables or Disables the FPS counter.

FPS UV

  • Type: Dropdown, Options: UV0/UV1/UV2/UV3/Panosphere/World Pos XZ/Polar UV/Distorted UV

UV Map to use for the FPS counter.

Color

  • Type: Color

Color of the FPS Counter text.

Emission Strength

  • Type: Float, Range: 0.0 - 20.0

Emission strength of the FPS Counter text. Draws from the color.

Offset

  • Type: Vector2

Where the FPS Counter text should be placed on the UV, relative to the bottom left corner of the UV. A value of 1,1 would place the bottom left of the text at the top right of the UV.

Rotation

  • Type: Float, Range: 0.0 - 360.0

How much rotation to apply to the FPS Counter text, around its center position.

Scale

  • Type: Vector2

How large the text should be, in UV space. 1.0, 1.0 would map the text to the entire UV square. Generally, the Y Value should be a fraction of the X value, as the text is much wider than it is tall.

Padding Reduction

  • Type: Vector4

How much additional padding to remove from the edges of the FPS Counter text. The Z value is particularly useful for slightly increasing the size of characters.

Position

  • Type: Toggle

Enables or Disables the World Position display.

Position UV

  • Type: Dropdown, Options: UV0/UV1/UV2/UV3/Panosphere/World Pos XZ/Polar UV/Distorted UV

UV Map to use for the World Position text.

Color

  • Type: Color

Color of the World Position text.

Emission Strength

  • Type: Float, Range: 0.0 - 20.0

Emission strength of the World Position text. Draws from the color.

Offset

  • Type: Vector2

Where the World Position text should be placed on the UV, relative to the bottom left corner of the UV. A value of 1,1 would place the bottom left of the text at the top right of the UV.

Rotation

  • Type: Float, Range: 0.0 - 360.0

How much rotation to apply to the World Position text, around its center position.

Scale

  • Type: Vector2

How large the text should be, in UV space. 1.0, 1.0 would map the text to the entire UV square. Generally, the Y Value should be a fraction of the X value, as the text is much wider than it is tall.

Padding Reduction

  • Type: Vector4

How much additional padding to remove from the edges of the World Position text. The Z value is particularly useful for slightly increasing the size of characters.

Instance Time

  • Type: Toggle

Enables or Disables display of the time in the instance.

Time UV

  • Type: Dropdown, Options: UV0/UV1/UV2/UV3/Panosphere/World Pos XZ/Polar UV/Distorted UV

UV Map to use for the Instance Time text.

Color

  • Type: Color

Color of the Instance Time text.

Emission Strength

  • Type: Float, Range: 0.0 - 20.0

Emission strength of the Instance Time text. Draws from the color.

Offset

  • Type: Vector2

Where the Instance Time text should be placed on the UV, relative to the bottom left corner of the UV. A value of 1,1 would place the bottom left of the text at the top right of the UV.

Rotation

  • Type: Float, Range: 0.0 - 360.0

How much rotation to apply to the Instance Time text, around its center position.

Scale

  • Type: Vector2

How large the text should be, in UV space. 1.0, 1.0 would map the text to the entire UV square. Generally, the Y Value should be a fraction of the X value, as the text is much wider than it is tall.

Padding Reduction

  • Type: Vector4

How much additional padding to remove from the edges of the Instance Time text. The Z value is particularly useful for slightly increasing the size of characters.