Facing text in 3D graphics with full options

I’m seeking a refinement/extension of the excellent and very valuable solution appearing here.

That solution indeed allows you to place text anywhere in a 3D graphics and then rotate it (by Euler angles) so it faces any direction you like.

However… it has two important limitations for my application:

  • For some reason it does not handle subscripts and superscripts: they are lost and not rendered
  • The solution does not allow a background color, such as Background -> White. (I need this when I’m placing a label atop a black line and want to hide a short section of the line.)

In sum: I’m hoping to get a version of text3D that could work with Style, of the form:

text3D[Style[Subscript[x, o], Italic, 24, Background->Yellow],  {x-position, y-position, z-position},  EulerAngle1, EulerAngle2, EulerAngle3] 

Minor point: I think the Euler angles should be grouped into a List… but again, minor suggestion:

text3D[Style[Subscript[x, o], Italic, 24, Background->Yellow],  {x-position, y-position, z-position},  {EulerAngle1, EulerAngle2, EulerAngle3}] 

Why if the targetToFollow(Player) is rotating and facing the transform the player can get close to the transform even touch it?

using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; using UnityStandardAssets.Characters.ThirdPerson;  public class Follow : MonoBehaviour {     public Transform targetToFollow;     public Transform missionTarget;     public GameObject naviParent;     public ThirdPersonCharacter thirdPersonCharacter;     public Text textDistance;     public Text textSpeed;     public float lookAtRotationSpeed;     public float moveSpeed;     public float followRadius = 1.5f;     public float fastRadius = 5f;     public float speedBoost = 0.5f;     public bool follow = false;     public bool reachTarget = false;      private bool isNaviChild = false;     private Vector3 lTargetDir;     private float originSpeed;     private float originFollowRadius;      void Start()     {         originSpeed = moveSpeed;         originFollowRadius = followRadius;          if (reachTarget)         {             moveSpeed = thirdPersonCharacter.m_MoveSpeedMultiplier * 5;             followRadius = 0.1f;         }     }      // Update is called once per frame     void FixedUpdate()     {         if (follow)         {             if(reachTarget)             {                 moveSpeed = thirdPersonCharacter.m_MoveSpeedMultiplier * 5;                 followRadius = 0.1f;             }             else             {                 moveSpeed = originSpeed;                 followRadius = originFollowRadius;             }              lTargetDir = targetToFollow.position - transform.position;             lTargetDir.y = 0.0f;              Turn();              float ms = moveSpeed;             var distance = Vector3.Distance(transform.position, targetToFollow.position);             // Compute a position no further than followRadius away from our target.             Vector3 fromTarget = Vector3.ClampMagnitude(                 -lTargetDir, followRadius);             Vector3 stopPoint = targetToFollow.position + fromTarget;              // Compute a speed that's faster when far away and slower when close.             float speedBlend = Mathf.Clamp01((distance - followRadius) / (fastRadius - followRadius));              ms = moveSpeed + speedBlend * speedBoost;              // Move as far as we can at our speed ms to reach the stopPoint, without overshooting.             transform.position = Vector3.MoveTowards(transform.position,                 stopPoint, Time.deltaTime * ms);              var dist = Vector3.Distance(transform.position, targetToFollow.position);             if (dist < 0.1f && isNaviChild == false && reachTarget)             {                 transform.parent = targetToFollow;                 transform.localPosition = new Vector3(0, 0, 0);                 transform.localRotation = Quaternion.identity;                 transform.localScale = new Vector3(0.001f, 0.001f, 0.001f);                  isNaviChild = true;             }         }     }      private void Turn()     {         transform.rotation = Quaternion.RotateTowards(transform.rotation,                 Quaternion.LookRotation(lTargetDir), Time.time * lookAtRotationSpeed);     }      private void Mission()     {      } } 

When the bool flag follow is true and the bool flag reachTarget is false the transform that this script is attached to is moving towards the targetToFollow and then when the targetTofollow(in this case the target is the player that move by the kleys WSAD) move the transform is following him with keeping distance to follow that’s the followRadius.

The problem is that if I rotate my place to face the transform and then moving the player forward he will be able to get too close to the transform even touching it.

But in my logic if the radius to follow is 1.5 so even if the player will face the transform and try to move forward to it the transform should always move to the back of the player or move back and keep the follow radius of 1.5 or if the follow radius is 66.3 then 66.3

The player should not be able to get so close to the transform.

How can I solve it ?

Facing problem to implement SSL redirect

I want to add a checkbox button for automatically redirect to HTTPS if SSL is present. the process I added like below:

this is form area:

<form action="options.php" method="POST" id="<?php echo esc_attr( $  data['slug'] ); ?>_options">             <?php settings_fields( $  data['slug'] ); ?>             <?php $  this->render_form_sections(); ?>             <?php $  this->render_hidden_fields(); ?>             <input type="submit" class="wpr-button" id="wpr-options-submit" value="<?php echo esc_attr( $  data['btn_submit_text'] ); ?>"> </form>          

added new field in the form:

$  this->settings->add_settings_fields(         [                          'ssl_redirect'       => [                 'type'              => 'checkbox',                 'label'             => __( 'Enable SSL Redirect', 'rocket' ),                 'section'           => 'enable_ssl_section',                 'page'              => 'hub',                 'default'           => 0,                 'sanitize_callback' => 'sanitize_checkbox',             ], 

added this:

if ( $  wp_rocket_requirement_checks->check() ) {      require WP_ROCKET_INC_PATH . 'main.php';     require WP_ROCKET_INC_PATH . 'custom.php';   } 

this custom.php is added for making action function after checkbox is true state. this is my custom.php

<?PHP   defined( 'ABSPATH' ) || exit;    ?> 

I want to add this function code in cutom.php how to add this and how form action will perform please solve this.

function enable_ssl_redirect() {     if ( isset( $  _SERVER['HTTPS'] ) ) {         if ( 'on' === strtolower( $  _SERVER['HTTPS'] && strpos( home_url(), 'https' ) == false ) ) {         wp_redirect(str_replace( 'http', 'https', home_url() ));     }      if ( '1' == $  _SERVER['HTTPS'] ) {         wp_redirect(home_url());     } } elseif ( isset( $  _SERVER['SERVER_PORT'] ) && ( '443' == $  _SERVER['SERVER_PORT'] ) ) {      wp_redirect(home_url()); }  return false; } 

Weird GET request on internet facing Nginx

I spun up an internet facing nginx server in AWS and the logs started showing weird get requests with a search engine’s spider as user agent. - - [19/Aug/2020:20:09:19 +0000] "GET /rexcategory?categoryCodes=SHPCAT33&t=1360657001168 HTTP/1.1" 404 153 "-" "Sogou web spider/4.0(+http://www.sogou.com/docs/help/webmasters.htm#07)" ""  2020/08/19 20:08:39 [error] 29#29: *14 open() "/usr/share/nginx/html/eyloyrewards/category" failed (2: No such file or directory), client:, server: localhost, request: "GET /eyloyrewards/category?categoryCode=SHPCAT118&t=1314948609334 HTTP/1.1", host: "www.rewards.etihadguest.com" - - [19/Aug/2020:20:08:39 +0000] "GET /eyloyrewards/category?categoryCode=SHPCAT118&t=1314948609334 HTTP/1.1" 404 153 "-" "Sogou web spider/4.0(+http://www.sogou.com/docs/help/webmasters.htm#07)" "" 

The domain mentioned in the second line does not belong to me. What is the meaning of these logs? Is my server being used to attack the mentioned domain, "www.rewards.etihadguest.com" ?

How can i make my character move horizontally while facing the other player?

    void Update() {     ChasingPlayer(); }  void ChasingPlayer() {     if (chasing == true)     {         transform.LookAt(player.transform);  //facing player         transform.position += transform.forward * approaching * Time.deltaTime;  //going towards player     }      float distance = Vector3.Distance(transform.position, player.position);     Debug.Log(distance); //calculating the distance between player and enemy      if(distance < 10)     {         transform.position += Vector3.left * 2f * Time.deltaTime;         Debug.Log("STOP!");     } } 

I figure that i need to add Space.World in order for it to move in such a way but it keeps giving me red line. what should i do?

How should XP be awarded when facing enemies with class levels? [duplicate]

A lot of games I’ve been in have had either enemies with player levels or straight up PvP. How should XP be awarded when facing enemies like that? Should you attempt to calculate the CR of the enemies based on the DMG tables or is there a guideline on how XP should be awarded based on the class levels?

Am trying to bypass SSL pinning in an android app using a couple of tools and facing this issue?

I will tell everything form the beginning, I installed frida and objective by pip and pip3 respectively. Post that I downloaded adb from web and using adb script I connected to my genymotion android virtual device. (I checked if am really connected by gaining shell access and listing down app installed on that device)

Android version on genymotion virtual android device: 7.1.1

Command am using:

objection patchapk -s <apk_file> 

Error am getting:

No architecture specified. Determining it using `adb`... Failed to determine architecture. Is the device connected and authorized? 

Am currently on a windows machine with genymotion on vbox and Kali on VM. Am doing all this from my Kali VM, connected to genymotion virtual android device via Kali only. Can this be an issue by any means?

Please let me know if any other information is required.

I am facing unexpected errors with my code that is for Google API location service? Please help me out

I am designing a Google API live location activity but it is facing some un wanted issues. I am sharing part of my code.

private void GetlastLocation() { if(ActivityCompat.checkSelfPermission(this, Manifest.permission.ACCESS_FINE_LOCATION)!= PackageManager.PERMISSION_GRANTED){ ActivityCompat.requestPermissions(this,new String,Request_Code); return; }

What drawbacks customers are facing in airport parking facilities in United Kingdom and Ireland? Kindly suggest some improvements

Flypark Plus We are airport parking facility company in UK aimed to improve customer experience and services with new products launching under customized services as per customer desire. We need some suggestions for improvement for main marketing strategy pile up for the future.FlyPark Plus is the parent company