60 · Rendering · 3D

Billboarding

Flat sprites that always face the camera.

Health bars, name tags, particles, distant trees and retro sprites in a 3D world are flat images. If they keep a fixed rotation, they turn edge-on and vanish as the camera moves around them. A billboard rotates to face the camera every frame, so it always looks right.

←→ orbit the cameraB billboard on/offY full / Y-axis onlyDrag to orbit

Try this: Orbit the camera with billboarding off: the sprites turn into thin lines. Turn it on with B.

Orbit the camera.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Billboard flat sprites in 3D: each frame after the camera moves, face them to the camera (full rotation for health bars, Y-axis only for trees and characters), keep UI ones a constant screen size, and fade them over 0.2 s when walls block them.

44 words · one sentence to paste as is

Where it's used

Common mistakes

Full billboarding on trees (they tilt when you look down), updating before the camera moves (one frame lag, wobble), billboards that shrink to unreadable size far away, and no depth handling so tags show through walls.

Writing this with an AI assistant? See our best AI coding assistants for game developers.

Missing a concept? Request one.

Related concepts

New concepts, in your inbox.

One short email when we add new concepts, plus our weekly roundup of AI tools for game devs. Unsubscribe any time.