Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Text

class in UnityEngine.UI

/

Inherits from:UI.MaskableGraphic


Implements interfaces:ICanvasElement, IClippable, ILayoutElement, IMaskable, IMaterialModifier

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

The default Graphic to draw font data to screen.

Properties

alignByGeometryUse the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.
alignmentThe positioning of the text reliative to its RectTransform.
cachedTextGeneratorThe cached TextGenerator used when generating visible Text.
cachedTextGeneratorForLayoutThe cached TextGenerator used when determine Layout.
flexibleHeightCalled by the layout system.
flexibleWidthCalled by the layout system.
fontThe Font used by the text.
fontSizeThe size that the Font should render at.
fontStyle FontStyle used by the text.
horizontalOverflowHorizontal overflow mode.
layoutPriorityCalled by the layout system.
lineSpacingLine spacing, specified as a factor of font line height. A value of 1 will produce normal line spacing.
mainTextureThe Texture that comes from the Font.
minHeightCalled by the layout system.
minWidthCalled by the layout system.
pixelsPerUnit(Read Only) Provides information about how fonts are scale to the screen.
preferredHeightCalled by the layout system.
preferredWidthCalled by the layout system.
resizeTextForBestFitShould the text be allowed to auto resized.
resizeTextMaxSizeThe maximum size the text is allowed to be. 1 = infinitly large.
resizeTextMinSizeThe minimum size the text is allowed to be.
supportRichTextWhether this Text will support rich text.
textThe string value this Text displays.
verticalOverflowVertical overflow mode.

Public Methods

CalculateLayoutInputHorizontalCalled by the layout system.
CalculateLayoutInputVerticalCalled by the layout system.
FontTextureChangedCalled by the [FontUpdateTracker] when the texture associated with a font is modified.
GetGenerationSettingsConvenience function to populate the generation setting for the text.

Protected Methods

OnDisableSee MonoBehaviour.OnDisable.

Static Methods

GetTextAnchorPivotConvenience function to determine the vector offset of the anchor.

Inherited Members

Static Properties

defaultGraphicMaterialDefault material used to draw UI elements if no explicit material was specified.

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
canvasA reference to the Canvas this Graphic is rendering to.
canvasRendererThe CanvasRenderer used by this Graphic.
colorBase color of the Graphic.
defaultMaterialReturns the default material for the graphic.
depthAbsolute depth of the graphic in the hierarchy, used by rendering and events.
mainTextureThe graphic's texture. (Read Only).
materialThe Material set by the user.
materialForRenderingThe material that will be sent for Rendering (Read only).
raycastTargetShould this graphic be considered a target for raycasting?
rectTransformThe RectTransform component used by the Graphic.
maskableDoes this graphic allow masking.
onCullStateChangedCallback issued when culling changes.
runInEditModeAllow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor).
useGUILayoutDisabling this lets you skip the GUI layout phase.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
CrossFadeAlphaTweens the alpha of the CanvasRenderer color associated with this Graphic.
CrossFadeColorTweens the CanvasRenderer color associated with this Graphic.
GetPixelAdjustedRectReturns a pixel perfect Rect closest to the Graphic RectTransform.
GraphicUpdateCompleteSee ICanvasElement.GraphicUpdateComplete.
LayoutCompleteSee ICanvasElement.LayoutComplete.
OnRebuildRequestedEditor-only callback that is issued by Unity if a rebuild of the Graphic is required.
PixelAdjustPointAdjusts the given pixel to be pixel perfect.
RaycastWhen a GraphicRaycaster is raycasting into the scene it does two things. First it filters the elements using their RectTransform rect. Then it uses this Raycast function to determine the elements hit by the raycast.
RebuildRebuilds the graphic geometry and its material on the PreRender cycle.
RegisterDirtyLayoutCallbackAdd a listener to receive notification when the graphics layout is dirtied.
RegisterDirtyMaterialCallbackAdd a listener to receive notification when the graphics material is dirtied.
RegisterDirtyVerticesCallbackAdd a listener to receive notification when the graphics vertices are dirtied.
SetAllDirtyMark the Graphic as dirty.
SetLayoutDirtyMark the layout as dirty.
SetMaterialDirtyMark the Material as dirty.
SetNativeSizeAdjusts the graphic size to make it pixel-perfect.
SetVerticesDirtyMark the vertices as dirty.
UnregisterDirtyLayoutCallbackRemove a listener from receiving notifications when the graphics layout is dirtied.
UnregisterDirtyMaterialCallbackRemove a listener from receiving notifications when the graphics material is dirtied.
UnregisterDirtyVerticesCallbackRemove a listener from receiving notifications when the graphics vertices are dirtied.
CullSee IClippable.Cull.
GetModifiedMaterialSee IMaterialModifier.GetModifiedMaterial.
RecalculateClippingSee: IClippable.RecalculateClipping.
RecalculateMaskingSee: IMaskable.RecalculateMasking.
SetClipRectSee IClippable.SetClipRect.
CancelInvokeCancels all Invoke calls on this MonoBehaviour.
InvokeInvokes the method methodName in time seconds.
InvokeRepeatingInvokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
IsInvokingIs any invoke on methodName pending?
StartCoroutineStarts a coroutine.
StopAllCoroutinesStops all coroutines running on this behaviour.
StopCoroutineStops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.
IsActiveReturns true if the GameObject and the Component are active.
IsDestroyedReturns true if the native representation of the behaviour has been destroyed.

Protected Methods

OnPopulateMeshCallback function when a UI element needs to generate vertices.
UpdateGeometryCall to update the geometry of the Graphic onto the CanvasRenderer.
UpdateMaterialCall to update the Material of the graphic onto the CanvasRenderer.
AwakeSee MonoBehaviour.Awake.
OnBeforeTransformParentChangedSee MonoBehaviour.OnBeforeTransformParentChanged.
OnCanvasGroupChangedSee MonoBehaviour.OnCanvasGroupChanged.
OnCanvasHierarchyChangedCalled when the state of the parent Canvas is changed.
OnDestroySee MonoBehaviour.OnDestroy.
OnDidApplyAnimationPropertiesSee LayoutGroup.OnDidApplyAnimationProperties.
OnEnableSee MonoBehaviour.OnEnable.
OnRectTransformDimensionsChangeThis callback is called if an associated RectTransform has its dimensions changed. The call is also made to all child rect transforms, even if the child transform itself doesn't change - as it could have, depending on its anchoring.
OnTransformParentChangedSee MonoBehaviour.OnRectTransformParentChanged.
OnValidateSee MonoBehaviour.OnValidate.
ResetSee MonoBehaviour.Reset.
StartSee MonoBehaviour.Start.

Static Methods

printLogs message to the Unity Console (identical to Debug.Log).
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.

Messages

AwakeAwake is called when the script instance is being loaded.
FixedUpdateThis function is called every fixed framerate frame, if the MonoBehaviour is enabled.
LateUpdateLateUpdate is called every frame, if the Behaviour is enabled.
OnAnimatorIKCallback for setting up animation IK (inverse kinematics).
OnAnimatorMoveCallback for processing animation movements for modifying root motion.
OnApplicationFocusSent to all GameObjects when the player gets or loses focus.
OnApplicationPauseSent to all GameObjects when the application pauses.
OnApplicationQuitSent to all game objects before the application is quit.
OnAudioFilterReadIf OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisibleOnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisibleOnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStayOnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit is called when the controller hits a collider while performing a Move.
OnDestroyThis function is called when the MonoBehaviour will be destroyed.
OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.
OnDrawGizmosImplement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelectedImplement OnDrawGizmosSelected to draw a gizmo if the object is selected.
OnEnableThis function is called when the object becomes enabled and active.
OnFailedToConnectCalled on the client when a connection attempt fails for some reason.
OnFailedToConnectToMasterServerCalled on clients or servers when there is a problem connecting to the MasterServer.
OnGUIOnGUI is called for rendering and handling GUI events.
OnJointBreakCalled when a joint attached to the same game object broke.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.
OnMouseDownOnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnterCalled when the mouse enters the GUIElement or Collider.
OnMouseExitCalled when the mouse is not any longer over the GUIElement or Collider.
OnMouseOverCalled every frame while the mouse is over the GUIElement or Collider.
OnMouseUpOnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButtonOnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnNetworkInstantiateCalled on objects which have been network instantiated with Network.Instantiate.
OnParticleCollisionOnParticleCollision is called when a particle hits a Collider.
OnParticleTriggerOnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.
OnPlayerConnectedCalled on the server whenever a new player has successfully connected.
OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server.
OnPostRenderOnPostRender is called after a camera finished rendering the scene.
OnPreCullOnPreCull is called before a camera culls the scene.
OnPreRenderOnPreRender is called before a camera starts rendering the scene.
OnRenderImageOnRenderImage is called after all rendering is complete to render image.
OnRenderObjectOnRenderObject is called after camera has rendered the scene.
OnSerializeNetworkViewUsed to customize synchronization of variables in a script watched by a network view.
OnServerInitializedCalled on the server whenever a Network.InitializeServer was invoked and has completed.
OnTransformChildrenChangedThis function is called when the list of children of the transform of the GameObject has changed.
OnTransformParentChangedThis function is called when the parent property of the transform of the GameObject has changed.
OnTriggerEnterOnTriggerEnter is called when the Collider other enters the trigger.
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStayOnTriggerStay is called once per frame for every Collider other that is touching the trigger.
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).
OnValidateThis function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
OnWillRenderObjectOnWillRenderObject is called for each camera if the object is visible and not a UI element.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods is called the first time.
UpdateUpdate is called every frame, if the MonoBehaviour is enabled.

Did you find this page useful? Please give it a rating: