I have GUI Labels over NPCs in my game, and the labels display their name above their head. But when I walk away and go somewhere else, their names stay on screen like it's mirrored or something?

Here's what I'm talking about:

This is how it looks normally

This is what it looks like on screen normally

This is what happens when I walk out of view.

This is what it looks like when I walk out of view

The Code:

using UnityEngine;
using System.Collections;

public class NPC : MonoBehaviour {

private float left;
private float top;
public float leftModifier;
public float topModifier;

private Vector3 NPCScreenPosition;


void Start () {


void Update () {
    Vector3 NPCNameWorldPosition = (transform.position + new Vector3(0.0f, transform.lossyScale.y, 0.0f));
    NPCScreenPosition = Camera.main.WorldToScreenPoint(NPCNameWorldPosition);
    left = NPCScreenPosition.x + leftModifier;
    top = Screen.height - (NPCScreenPosition.y + topModifier);

void OnGUI() {
    GUI.Label(new Rect(left, top, 150, 25), gameObject.name.ToString());
  • \$\begingroup\$ If the character can't be seen by the camera, hide his character label? Also please don't add tags to the question title (eg. [Unity]) \$\endgroup\$
    – bummzack
    Jul 24 '14 at 19:35
  • 1
    \$\begingroup\$ Not sure if this would work but try docs.unity3d.com/ScriptReference/Renderer-isVisible.html \$\endgroup\$
    – Savlon
    Jul 24 '14 at 20:51

i recently resolved a similar issue by doing as bummzack suggested in his comment. the gui element is going to try and draw the nameplate on a 2d plane in front of the camera regardless of the direction its facing. you need to stop it manually

void Update () {

    Vector2 temp = cam.WorldToViewportPoint( target.position + offset );

    // check if camera is facing the target
    float angle = 60;  // my cameras view angle

    if ( Vector3.Angle( cam.transform.forward, transform.position - cam.transform.position) < angle ){

        transform.position = temp;
        guiText.text = "WORKING";
        guiText.color = Color.green;


  • 2
    \$\begingroup\$ This will work. However using <some_renderer>.IsVisible seems like a simpler solution. Probably cheaper too. \$\endgroup\$
    – Alex
    Jul 25 '14 at 5:53

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