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#
isRootCanvas | Is this the root Canvas? |
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. |
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. |
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. |
GetDefaultCanvasTextMaterial | Returns the default material that can be used for rendering text elements on the Canvas. |
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 (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. |
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. |
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 if two objects refer to the same. |