Blender 2.6 Game Engine Tutorial Dynamic Text Display (Old Version)
Why Blender Stack Exchange recommends it
Blender Stack Exchange users link it as the standard walkthrough for dynamic text in the Blender Game Engine, both when recommending a method and when debugging attempts to follow it.
Recommended by 2 people across 2 different months, 2014 to 2015.
What it is
A short 2012 tutorial from Ian Scott 3D Games and Movies showing how to set up dynamic, updatable text in the Blender 2.6 game engine. It walks through UV mapping a bitmap font image to a plane, enabling the Text option in the Game Settings panel, and adding a 'Text' game property that logic bricks or Python can update.
What people said
Recommends user2859 · 2014-04 · Blender Stack Exchange · on “Why is my text pixelated?”
I posted my answer but i don´t recommend using text objects at all, since they are a hack right now. The other problems you get are no depth sorting, does not respect materials, Z buffer issues, no alignment. I recommend using this [this video] method. If anything you could use text objects to render text off-screen and combine it with the uv mapping technique.
Recommends gandalf3 · 2014-07 · Blender Stack Exchange · on “Change Text Color in Blender Game Engine?”
You need to set the Object color in Properties > Display : Text objects are made out of polygons in the 3D view, however in the game engine they are rendered straight as text [LINK] (there are also some issues with picking the resolution to render it at, which is why it sometimes looks pixelated [LINK] ). If you want to have your text look as it does in the 3D view (3D, with materials/textures), then you'll have to convert it to a mesh ( Alt C > Convert to mesh ). Note that once it's a mesh you can no longer edit it as text. If you do need to have dynamically editable text, then perhaps the technique mentioned in this comment [LINK] will help: . . . I don't recommend using text objects at al
Cites Wolfram Strauß · 2014-10 · Blender Stack Exchange · on “BGE: Getting keyboard entries on screen, entered characters are black”
In an application I would like to get a gamer's name to use it later in my Python code. So far I am using "Dynamic Text Display" as shown in [this video] . I find the procedure pretty complicated. In an older version of the appliction it worked, but now I get only black boxes instead. I made a lot of changes and don't know where I lost it. In the object I check I think everything according to the clip above. Still all black. Then I tried to get the name from the keyboard events, but since I am using a german keyboard I run into trouble with our special characters. It seems that the program assumes an US keyboard. I even thought about changing the bge.events. EventToString() method to cover my key
Cites CuriousElf · 2015-02 · Blender Stack Exchange · on “Game Engine's bad visualization with layers”
The dynamic text was programmed like this tutorial: [this video] (too much lines to share here). This is an plan, with an image uv .tga associated (arial font, in case), and works with a sensor, a logic controller and a property actuator. The actuator assign the property value. The value comes from a python code, a module associated with controller.
Cites blackhole · 2015-06 · Blender Stack Exchange · on “How to make dynamic text in GE?”
I don't know why, but it doesn't work. I've done everything said in this [this video] video, and my result is the following: planes without a transparent background, only displaying @ as the texture, sitting next to each other. Also, there are a lot more planes than the text. I have a .blend which can be found here [LINK] .