Legacy Documentation: Version 5.2
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GridLayoutGroup

class in UnityEngine.UI

/

Inherits from: UI.LayoutGroup

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Description

Layout child layout elements in a grid.

The GridLayoutGroup component is used to layout child layout elements in a uniform grid where all cells have the same size. The size and the spacing between cells is controlled by the GridLayoutGroup itself. The children have no influence on their sizes.

See Also: Auto Layout.

Variables

cellSizeThe size to use for each cell in the grid.
constraintWhich constraint to use for the GridLayoutGroup.
constraintCountHow many cells there should be along the constrained axis.
spacingThe spacing to use between layout elements in the grid.
startAxisWhich axis should cells be placed along first?
startCornerWhich corner should the first cell be placed in?

Public Functions

CalculateLayoutInputHorizontalCalled by the layout system.
CalculateLayoutInputVerticalCalled by the layout system.
SetLayoutHorizontalCalled by the layout system.
SetLayoutVerticalCalled by the layout system.

Inherited members

Variables

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 (null if there is none attached).
childAlignmentThe alignment to use for the child layout elements in the layout group.
flexibleHeightCalled by the layout system.
flexibleWidthCalled by the layout system.
layoutPriorityCalled by the layout system.
minHeightCalled by the layout system.
minWidthCalled by the layout system.
paddingThe padding to add around the child layout elements.
preferredHeightCalled by the layout system.
preferredWidthCalled by the layout system.
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 Functions

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.
GetStartOffsetReturns the calculated position of the first child layout element along the given axis.
GetTotalFlexibleSizeThe flexible size for the layout group on the given axis.
GetTotalMinSizeThe min size for the layout group on the given axis.
GetTotalPreferredSizeThe preferred size for the layout group on the given axis.
OnDidApplyAnimationPropertiesCallback for when properties have been changed by animation.
OnDisableSee MonoBehaviour.OnDisable.
SetChildAlongAxisSet the position and size of a child layout element along the given axis.
SetDirtyMark the LayoutGroup as dirty.
SetLayoutInputForAxisUsed to set the calculated layout properties for the given axis.
SetPropertyHelper method used to set a given property if it has changed.
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 game object.
AwakeSee MonoBehaviour.Awake.
IsActiveReturns true if the GameObject and the Component are active.
IsDestroyedReturns true if the native representation of the behaviour has been destroyed.
OnBeforeTransformParentChangedSee MonoBehaviour.OnBeforeTransformParentChanged.
OnCanvasGroupChangedSee MonoBehaviour.OnCanvasGroupChanged.
OnCanvasHierarchyChangedCalled when the state of the parent Canvas is changed.
OnDestroySee MonoBehaviour.OnDestroy.
OnDidApplyAnimationPropertiesSee MonoBehaviour.OnDidApplyAnimationProperties.
OnDisableSee MonoBehaviour.OnDisable.
OnEnableSee MonoBehaviour.OnEnable.
OnRectTransformDimensionsChangeSee MonoBehaviour.OnRectTransformDimensionsChange.
OnTransformParentChangedSee MonoBehaviour.OnRectTransformParentChanged.
OnValidateSee MonoBehaviour.OnValidate.
ResetSee MonoBehaviour.Reset.
StartSee MonoBehaviour.Start.

Protected Functions

GetStartOffsetReturns the calculated position of the first child layout element along the given axis.
GetTotalFlexibleSizeThe flexible size for the layout group on the given axis.
GetTotalMinSizeThe min size for the layout group on the given axis.
GetTotalPreferredSizeThe preferred size for the layout group on the given axis.
OnDidApplyAnimationPropertiesCallback for when properties have been changed by animation.
OnDisableSee MonoBehaviour.OnDisable.
SetChildAlongAxisSet the position and size of a child layout element along the given axis.
SetDirtyMark the LayoutGroup as dirty.
SetLayoutInputForAxisUsed to set the calculated layout properties for the given axis.
SetPropertyHelper method used to set a given property if it has changed.
AwakeSee MonoBehaviour.Awake.
OnBeforeTransformParentChangedSee MonoBehaviour.OnBeforeTransformParentChanged.
OnCanvasGroupChangedSee MonoBehaviour.OnCanvasGroupChanged.
OnCanvasHierarchyChangedCalled when the state of the parent Canvas is changed.
OnDestroySee MonoBehaviour.OnDestroy.
OnDidApplyAnimationPropertiesSee MonoBehaviour.OnDidApplyAnimationProperties.
OnDisableSee MonoBehaviour.OnDisable.
OnEnableSee MonoBehaviour.OnEnable.
OnRectTransformDimensionsChangeSee MonoBehaviour.OnRectTransformDimensionsChange.
OnTransformParentChangedSee MonoBehaviour.OnRectTransformParentChanged.
OnValidateSee MonoBehaviour.OnValidate.
ResetSee MonoBehaviour.Reset.
StartSee MonoBehaviour.Start.

Static Functions

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 game objects when the player gets or loses focus.
OnApplicationPauseSent to all game objects when the player 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.
OnDisableThis function is called when the behaviour becomes disabled () or inactive.
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 this OnDrawGizmosSelected if you want to draw gizmos only 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.
OnLevelWasLoadedThis function is called after a new level was loaded.
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.
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 once for each camera if the object is visible.
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.