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Canvas

Namespace: UnityEngine

/

Inherits from: Behaviour

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Description

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#
no example available in Boo

Variables

isRootCanvas Is this the root Canvas?
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?
scaleFactor Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space.
sortingLayerID ID of the Canvas' sorting layer.
sortingLayerName Name of the Canvas' sorting layer.
sortingOrder Canvas' order within a sorting layer.
worldCamera Camera used for Canvas when in World mode.

Static Functions

ForceUpdateCanvases Force all canvases to update their content.

Inherited members

Variables

enabled Enabled Behaviours are Updated, disabled Behaviours are not.
animation The Animation attached to this GameObject (null if there is none attached).
audio The AudioSource attached to this GameObject (null if there is none attached).
camera The Camera attached to this GameObject (null if there is none attached).
collider The Collider attached to this GameObject (null if there is none attached).
collider2D The Collider2D component attached to the object.
constantForce The ConstantForce attached to this GameObject (null if there is none attached).
gameObject The game object this component is attached to. A component is always attached to a game object.
guiText The GUIText attached to this GameObject (null if there is none attached).
guiTexture The GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJoint The HingeJoint attached to this GameObject (null if there is none attached).
light The Light attached to this GameObject (null if there is none attached).
networkView The NetworkView attached to this GameObject (Read Only). (null if there is none attached).
particleEmitter The ParticleEmitter attached to this GameObject (null if there is none attached).
particleSystem The ParticleSystem attached to this GameObject (null if there is none attached).
renderer The Renderer attached to this GameObject (null if there is none attached).
rigidbody The Rigidbody attached to this GameObject (null if there is none attached).
rigidbody2D The Rigidbody2D that is attached to the Component's GameObject.
tag The tag of this game object.
transform The Transform attached to this GameObject (null if there is none attached).
hideFlags Should the object be hidden, saved with the scene or modifiable by the user?
name The name of the object.

Functions

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 game object.

Static Functions

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.

Operators

bool Does the object exist?
operator != Compares if two objects refer to a different object.
operator == Compares if two objects refer to the same.