class in UnityEngine.UI
/
Inherits from: EventSystems.UIBehaviour
Implements interfaces: IBeginDragHandler, ICanvasElement, IDragHandler, IEndDragHandler, IEventSystemHandler, IInitializePotentialDragHandler, ILayoutController, ILayoutElement, ILayoutGroup, IScrollHandler
A component for making a child RectTransform scroll.
ScrollRect will not do any clipping on its own. Combined with a Mask component, it can be turned into a scroll view.
| content | The content that can be scrolled. It should be a child of the GameObject with ScrollRect on it. |
| decelerationRate | The rate at which movement slows down. |
| elasticity | The amount of elasticity to use when the content moves beyond the scroll rect. |
| flexibleHeight | Called by the layout system. |
| flexibleWidth | Called by the layout system. |
| horizontal | Should horizontal scrolling be enabled? |
| horizontalNormalizedPosition | The horizontal scroll position as a value between 0 and 1, with 0 being at the left. |
| horizontalScrollbar | Optional Scrollbar object linked to the horizontal scrolling of the ScrollRect. |
| horizontalScrollbarSpacing | The space between the scrollbar and the viewport. |
| horizontalScrollbarVisibility | The mode of visibility for the horizontal scrollbar. |
| inertia | Should movement inertia be enabled? |
| layoutPriority | Called by the layout system. |
| minHeight | Called by the layout system. |
| minWidth | Called by the layout system. |
| movementType | The behavior to use when the content moves beyond the scroll rect. |
| normalizedPosition | The scroll position as a Vector2 between (0,0) and (1,1) with (0,0) being the lower left corner. |
| onValueChanged | Callback executed when the scroll position of the slider is changed. |
| preferredHeight | Called by the layout system. |
| preferredWidth | Called by the layout system. |
| scrollSensitivity | The sensitivity to scroll wheel and track pad scroll events. |
| velocity | The current velocity of the content. |
| vertical | Should vertical scrolling be enabled? |
| verticalNormalizedPosition | The vertical scroll position as a value between 0 and 1, with 0 being at the bottom. |
| verticalScrollbar | Optional Scrollbar object linked to the vertical scrolling of the ScrollRect. |
| verticalScrollbarSpacing | The space between the scrollbar and the viewport. |
| verticalScrollbarVisibility | The mode of visibility for the vertical scrollbar. |
| viewport | Reference to the viewport RectTransform that is the parent of the content RectTransform. |
| CalculateLayoutInputHorizontal | Called by the layout system. |
| CalculateLayoutInputVertical | Called by the layout system. |
| GraphicUpdateComplete | See ICanvasElement.GraphicUpdateComplete. |
| IsActive | See member in base class. |
| LayoutComplete | See ICanvasElement.LayoutComplete. |
| OnBeginDrag | Handling for when the content is beging being dragged. |
| OnDrag | Handling for when the content is dragged. |
| OnEndDrag | Handling for when the content has finished being dragged. |
| OnInitializePotentialDrag | See: IInitializePotentialDragHandler.OnInitializePotentialDrag. |
| OnScroll | See IScrollHandler.OnScroll. |
| Rebuild | Rebuilds the scroll rect data after initialization. |
| SetLayoutHorizontal | Called by the layout system. |
| SetLayoutVertical | Called by the layout system. |
| StopMovement | Sets the velocity to zero on both axes so the content stops moving. |
| OnDisable | See MonoBehaviour.OnDisable. |
| SetContentAnchoredPosition | Sets the anchored position of the content. |
| SetDirty | Override to alter or add to the code that keeps the appearance of the scroll rect synced with its data. |
| SetDirtyCaching | Override to alter or add to the code that caches data to avoid repeated heavy operations. |
| 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). |
| useGUILayout | Disabling this lets you skip the GUI layout phase. |
| 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. |
| CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. |
| Invoke | Invokes the method methodName in time seconds. |
| InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. |
| IsInvoking | Is any invoke on methodName pending? |
| StartCoroutine | Starts a coroutine. |
| StopAllCoroutines | Stops all coroutines running on this behaviour. |
| StopCoroutine | Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| IsDestroyed | Returns true if the native representation of the behaviour has been destroyed. |
| Awake | See MonoBehaviour.Awake. |
| OnBeforeTransformParentChanged | See MonoBehaviour.OnBeforeTransformParentChanged. |
| OnCanvasGroupChanged | See MonoBehaviour.OnCanvasGroupChanged. |
| OnCanvasHierarchyChanged | Called when the state of the parent Canvas is changed. |
| OnDestroy | See MonoBehaviour.OnDestroy. |
| OnDidApplyAnimationProperties | See LayoutGroup.OnDidApplyAnimationProperties. |
| OnEnable | See MonoBehaviour.OnEnable. |
| OnRectTransformDimensionsChange | This 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. |
| OnTransformParentChanged | See MonoBehaviour.OnRectTransformParentChanged. |
| OnValidate | See MonoBehaviour.OnValidate. |
| Reset | See MonoBehaviour.Reset. |
| Start | See MonoBehaviour.Start. |
| Logs message to the Unity Console (identical to Debug.Log). | |
| Destroy | Removes a gameobject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. |
| 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 | Returns a copy of the object original. |
| 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. |
| Awake | Awake is called when the script instance is being loaded. |
| FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
| LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. |
| OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). |
| OnAnimatorMove | Callback for processing animation movements for modifying root motion. |
| OnApplicationFocus | Sent to all GameObjects when the player gets or loses focus. |
| OnApplicationPause | Sent to all GameObjects when the application pauses. |
| OnApplicationQuit | Sent to all game objects before the application is quit. |
| OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
| OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
| OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
| OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
| OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
| OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
| OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). |
| OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
| OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
| OnConnectedToServer | Called on the client when you have successfully connected to a server. |
| OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
| OnDestroy | This function is called when the MonoBehaviour will be destroyed. |
| OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
| OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
| OnDrawGizmosSelected | Implement OnDrawGizmosSelected to draw a gizmo if the object is selected. |
| OnEnable | This function is called when the object becomes enabled and active. |
| OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
| OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
| OnGUI | OnGUI is called for rendering and handling GUI events. |
| OnJointBreak | Called when a joint attached to the same game object broke. |
| OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
| OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. |
| OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
| OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
| OnMouseEnter | Called when the mouse enters the GUIElement or Collider. |
| OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. |
| OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. |
| OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
| OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
| OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
| OnParticleCollision | OnParticleCollision is called when a particle hits a Collider. |
| OnParticleTrigger | OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module. |
| OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
| OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
| OnPostRender | OnPostRender is called after a camera finished rendering the scene. |
| OnPreCull | OnPreCull is called before a camera culls the scene. |
| OnPreRender | OnPreRender is called before a camera starts rendering the scene. |
| OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
| OnRenderObject | OnRenderObject is called after camera has rendered the scene. |
| OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
| OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
| OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
| OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. |
| OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. |
| OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). |
| OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
| OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
| OnTriggerStay | OnTriggerStay is called once per frame for every Collider other that is touching the trigger. |
| OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
| OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). |
| OnWillRenderObject | OnWillRenderObject is called for each camera if the object is visible. |
| Reset | Reset to default values. |
| Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. |
| Update | Update is called every frame, if the MonoBehaviour is enabled. |