Element that can be used for screen rendering.
Elements on a canvas are rendered AFTER scene rendering, either from an attached camera or using overlay mode.
#pragma strict @script RequireComponent(Canvas) @script RequireComponent(UIRenderer)
var verts : UIVertex[];
function Start () { var canvas : Canvas = GetComponent ("Canvas"); canvas.renderMode = RenderMode.Overlay; verts = new UIVertex[4]; GenerateVerts(); }
function GenerateVerts() { GenerateSquare();
var uiRenderer : UIRenderer = GetComponent ("UIRenderer") ; uiRenderer.SetVertices (verts); var mat = Material (Shader.Find ("Sprites/Default")); uiRenderer.SetMaterial (mat, null); }
function GenerateSquare() { var vert : UIVertex; vert.color = Color32 (255, 0, 0, 255); vert.uv = Vector2 (0, 0); vert.position = Vector3 (0, 0); verts[0] = vert; vert.position = Vector3 (0, 300); verts[1] = vert; vert.position = Vector3 (300, 300); verts[2] = vert; vert.position = Vector3 (300, 0); verts[3] = vert; }
no example available in C#
| additionalShaderChannels | Get or set the mask of additional shader channels to be used when creating the Canvas mesh. | 
| cachedSortingLayerValue | Cached calculated value based upon SortingLayerID. | 
| isRootCanvas | Is this the root Canvas? | 
| normalizedSortingGridSize | The normalized grid size that the canvas will split the renderable area into. | 
| overridePixelPerfect | Allows for nested canvases to override pixelPerfect settings inherited from parent canvases. | 
| overrideSorting | Override the sorting of canvas. | 
| pixelPerfect | Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space. | 
| pixelRect | Get the render rect for the Canvas. | 
| planeDistance | How far away from the camera is the Canvas generated. | 
| referencePixelsPerUnit | The number of pixels per unit that is considered the default. | 
| renderMode | Is the Canvas in World or Overlay mode? | 
| renderOrder | The render order in which the canvas is being emitted to the scene. | 
| rootCanvas | Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself. | 
| scaleFactor | Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space. | 
| sortingLayerID | Unique ID of the Canvas' sorting layer. | 
| sortingLayerName | Name of the Canvas' sorting layer. | 
| sortingOrder | Canvas' order within a sorting layer. | 
| targetDisplay | For Overlay mode, display index on which the UI canvas will appear. | 
| worldCamera | Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas]. | 
| ForceUpdateCanvases | Force all canvases to update their content. | 
| GetDefaultCanvasMaterial | Returns the default material that can be used for rendering normal elements on the Canvas. | 
| GetETC1SupportedCanvasMaterial | Gets or generates the ETC1 Material. | 
| willRenderCanvases | Event that is called just before Canvas rendering happens. | 
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | 
| isActiveAndEnabled | Has the Behaviour had enabled called. | 
| gameObject | The game object this component is attached to. A component is always attached to a game object. | 
| tag | The tag of this game object. | 
| transform | The Transform attached to this GameObject. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | 
| CompareTag | Is this game object tagged with tag ? | 
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. | 
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. | 
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. | 
| GetComponents | Returns all components of Type type in the GameObject. | 
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. | 
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | 
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | 
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the GameObject. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. | 
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