Spielerando

Name tags of teammates standing close together pile up into an unreadable smear

In a group the labels above heads land on top of each other. Hiding the farther ones loses information, and nudging them one by one makes them jump around as people move. Here is a stacking rule that stays still when nothing changes and keeps the nearest player's tag where it belongs.

Why this works

A layout that only reacts to what truly overlaps stays still when nothing changes. Going from the nearest to the farthest in a fixed order means the tag you care about most never moves, and the result depends on the positions alone, not on how things got there.

When not to use it

Skip it in games with only a few players, or where names show only on aiming at someone. In a huge crowd the stack climbs off the screen; show a group label or a count instead of every name.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 22 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Name tags of teammates standing close together pile up into an unreadable smear" (read_entry name-tags-of-players-in-a-group-stay-readable) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP