Component.GetComponentIndex()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, InstantiateParameters)
Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: UnityEngine.UI Assembly: UnityEngine.UI.dll Syntax[RequireComponent(typeof(CanvasRenderer))]
[AddComponentMenu("UI/Legacy/Text", 100)]
public class Text : MaskableGraphic, ICanvasElement, IClippable, IMaskable, IMaterialModifier, ILayoutElement
Constructors Text() Declaration Fields m_DisableFontTextureRebuiltCallback Declaration
[NonSerialized]
protected bool m_DisableFontTextureRebuiltCallback
Field Value m_Text Declaration
[TextArea(3, 10)]
[SerializeField]
protected string m_Text
Field Value s_DefaultText Declaration
protected static Material s_DefaultText
Field Value Properties alignByGeometry
Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.
Declarationpublic bool alignByGeometry { get; set; }
Property Value alignment
The positioning of the text reliative to its [[RectTransform]].
Declarationpublic TextAnchor alignment { get; set; }
Property Value Examples
//Create a Text GameObject by going to __Create__>__UI__>__Text__. Attach this script to the GameObject to see it working.
using UnityEngine;
using UnityEngine.UI;
public class UITextAlignment : MonoBehaviour
{
Text m_Text;
void Start()
{
//Fetch the Text Component
m_Text = GetComponent<Text>();
//Switch the Text alignment to the middle
m_Text.alignment = TextAnchor.MiddleCenter;
}
//This is a legacy function used for an instant demonstration. See the <a href="https://unity3d.com/learn/tutorials/s/user-interface-ui">UI Tutorials pages </a> and [[wiki:UISystem|UI Section]] of the manual for more information on creating your own buttons etc.
void OnGUI()
{
//Press this Button to change the Text alignment to the lower right
if (GUI.Button(new Rect(0, 0, 100, 40), "Lower Right"))
{
m_Text.alignment = TextAnchor.LowerRight;
}
//Press this Button to change the Text alignment to the upper left
if (GUI.Button(new Rect(150, 0, 100, 40), "Upper Left"))
{
m_Text.alignment = TextAnchor.UpperLeft;
}
}
}
cachedTextGenerator
The cached TextGenerator used when generating visible Text.
Declarationpublic TextGenerator cachedTextGenerator { get; }
Property Value cachedTextGeneratorForLayout
The cached TextGenerator used when determine Layout
Declarationpublic TextGenerator cachedTextGeneratorForLayout { get; }
Property Value flexibleHeight
The extra relative height this layout element should be allocated if there is additional available space.
Declarationpublic virtual float flexibleHeight { get; }
Property Value Examples
using UnityEngine;
using System.Collections;
using UnityEngine.UI; // Required when using UI elements.
public class ExampleClass : MonoBehaviour
{
public Transform MyContentPanel;
//Sets the flexible height on on all children in the content panel.
public void Start()
{
//Assign all the children of the content panel to an array.
LayoutElement[] myLayoutElements = MyContentPanel.GetComponentsInChildren<LayoutElement>();
//For each child in the array change its LayoutElement's flexible height to 100.
foreach (LayoutElement element in myLayoutElements)
{
element.flexibleHeight = 100f;
}
}
}
flexibleWidth
The extra relative width this layout element should be allocated if there is additional available space.
Declarationpublic virtual float flexibleWidth { get; }
Property Value Examples
using UnityEngine;
using System.Collections;
using UnityEngine.UI; // Required when using UI elements.
public class ExampleClass : MonoBehaviour
{
public Transform MyContentPanel;
//Sets the flexible height on on all children in the content panel.
public void Start()
{
//Assign all the children of the content panel to an array.
LayoutElement[] myLayoutElements = MyContentPanel.GetComponentsInChildren<LayoutElement>();
//For each child in the array change its LayoutElement's flexible width to 200.
foreach (LayoutElement element in myLayoutElements)
{
element.flexibleWidth = 200f;
}
}
}
font
The Font used by the text.
Declarationpublic Font font { get; set; }
Property Value Examples
//Create a new Text GameObject by going to Create>UI>Text in the Editor. Attach this script to the Text GameObject. Then, choose or click and drag your own font into the Font section in the Inspector window.
using UnityEngine;
using UnityEngine.UI;
public class TextFontExample : MonoBehaviour
{
Text m_Text;
//Attach your own Font in the Inspector
public Font m_Font;
void Start()
{
//Fetch the Text component from the GameObject
m_Text = GetComponent<Text>();
}
void Update()
{
if (Input.GetKey(KeyCode.Space))
{
//Change the Text Font to the Font attached in the Inspector
m_Text.font = m_Font;
//Change the Text to the message below
m_Text.text = "My Font Changed!";
}
}
}
fontSize
The size that the Font should render at. Unit of measure is Points.
Declarationpublic int fontSize { get; set; }
Property Value Examples
//For this script to work, create a new Text GameObject by going to Create>U>Text. Attach the script to the Text GameObject. Make sure the GameObject has a RectTransform component.
using UnityEngine;
using UnityEngine.UI;
public class Example : MonoBehaviour
{
Text m_Text;
RectTransform m_RectTransform;
void Start()
{
//Fetch the Text and RectTransform components from the GameObject
m_Text = GetComponent<Text>();
m_RectTransform = GetComponent<RectTransform>();
}
void Update()
{
//Press the space key to change the Font size
if (Input.GetKey(KeyCode.Space))
{
changeFontSize();
}
}
void changeFontSize()
{
//Change the Font Size to 16
m_Text.fontSize = 30;
//Change the RectTransform size to allow larger fonts and sentences
m_RectTransform.sizeDelta = new Vector2(m_Text.fontSize * 10, 100);
//Change the m_Text text to the message below
m_Text.text = "I changed my Font size!";
}
}
fontStyle
Font style used by the Text's text.
Declarationpublic FontStyle fontStyle { get; set; }
Property Value horizontalOverflow
Horizontal overflow mode.
Declarationpublic HorizontalWrapMode horizontalOverflow { get; set; }
Property Value layoutPriority
The layout priority of this component.
Declarationpublic virtual int layoutPriority { get; }
Property Value lineSpacing
Line spacing, specified as a factor of font line height. A value of 1 will produce normal line spacing.
Declarationpublic float lineSpacing { get; set; }
Property Value mainTexture
Text's texture comes from the font.
Declarationpublic override Texture mainTexture { get; }
Property Value Overrides minHeight
The minimum height this layout element may be allocated.
Declarationpublic virtual float minHeight { get; }
Property Value minWidth
The minimum width this layout element may be allocated.
Declarationpublic virtual float minWidth { get; }
Property Value pixelsPerUnit
Provides information about how fonts are scale to the screen.
Declarationpublic float pixelsPerUnit { get; }
Property Value preferredHeight
The preferred height this layout element should be allocated if there is sufficient space.
Declarationpublic virtual float preferredHeight { get; }
Property Value preferredWidth
The preferred width this layout element should be allocated if there is sufficient space.
Declarationpublic virtual float preferredWidth { get; }
Property Value resizeTextForBestFit
Should the text be allowed to auto resized.
Declarationpublic bool resizeTextForBestFit { get; set; }
Property Value resizeTextMaxSize
The maximum size the text is allowed to be. 1 = infinitely large.
Declarationpublic int resizeTextMaxSize { get; set; }
Property Value resizeTextMinSize
The minimum size the text is allowed to be.
Declarationpublic int resizeTextMinSize { get; set; }
Property Value supportRichText
Whether this Text will support rich text.
Declarationpublic bool supportRichText { get; set; }
Property Value text
Text that's being displayed by the Text.
Declarationpublic virtual string text { get; set; }
Property Value Examples
using UnityEngine;
using UnityEngine.UI;
public class Example : MonoBehaviour
{
public Text m_MyText;
void Start()
{
//Text sets your text to say this message
m_MyText.text = "This is my text";
}
void Update()
{
//Press the space key to change the Text message
if (Input.GetKey(KeyCode.Space))
{
m_MyText.text = "My text has now changed.";
}
}
}
verticalOverflow
Vertical overflow mode.
Declarationpublic VerticalWrapMode verticalOverflow { get; set; }
Property Value Methods CalculateLayoutInputHorizontal()
After this method is invoked, layout horizontal input properties should return up-to-date values. Children will already have up-to-date layout horizontal inputs when this methods is called.
Declarationpublic virtual void CalculateLayoutInputHorizontal()
CalculateLayoutInputVertical()
After this method is invoked, layout vertical input properties should return up-to-date values. Children will already have up-to-date layout vertical inputs when this methods is called.
Declarationpublic virtual void CalculateLayoutInputVertical()
FontTextureChanged()
Called by the FontUpdateTracker when the texture associated with a font is modified.
Declarationpublic void FontTextureChanged()
GetGenerationSettings(Vector2)
Convenience function to populate the generation setting for the text.
Declarationpublic TextGenerationSettings GetGenerationSettings(Vector2 extents)
Parameters Type Name Description Vector2 extents
The extents the text can draw in.
Returns GetTextAnchorPivot(TextAnchor)Convenience function to determine the vector offset of the anchor.
Declarationpublic static Vector2 GetTextAnchorPivot(TextAnchor anchor)
Parameters Returns OnDisable()
Clear references.
Declarationprotected override void OnDisable()
Overrides OnEnable()
Mark the Graphic and the canvas as having been changed.
Declarationprotected override void OnEnable()
Overrides OnPopulateMesh(VertexHelper)
Callback function when a UI element needs to generate vertices. Fills the vertex buffer data.
Declarationprotected override void OnPopulateMesh(VertexHelper toFill)
Parameters Overrides OnRebuildRequested()
Editor-only callback that is issued by Unity if a rebuild of the Graphic is required. Currently sent when an asset is reimported.
Declarationpublic override void OnRebuildRequested()
Overrides OnValidate() Declaration
protected override void OnValidate()
Overrides Reset() Declaration
protected override void Reset()
Overrides UpdateGeometry()
Call to update the geometry of the Graphic onto the CanvasRenderer.
Declarationprotected override void UpdateGeometry()
Overrides Implements
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4