Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

Canvas

class in UnityEngine

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Inherits from:Behaviour

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Implemented in:UnityEngine.UIModule

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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.

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;

// Create a Canvas that holds a Text GameObject.

public class ExampleClass : MonoBehaviour { void Start() { GameObject myGO; GameObject myText; Canvas myCanvas; Text text; RectTransform rectTransform;

// Canvas myGO = new GameObject(); myGO.name = "TestCanvas"; myGO.AddComponent<Canvas>();

myCanvas = myGO.GetComponent<Canvas>(); myCanvas.renderMode = RenderMode.ScreenSpaceOverlay; myGO.AddComponent<CanvasScaler>(); myGO.AddComponent<GraphicRaycaster>();

// Text myText = new GameObject(); myText.transform.parent = myGO.transform; myText.name = "wibble";

text = myText.AddComponent<Text>(); text.font = (Font)Resources.Load("MyFont"); text.text = "wobble"; text.fontSize = 100;

// Text position rectTransform = text.GetComponent<RectTransform>(); rectTransform.localPosition = new Vector3(0, 0, 0); rectTransform.sizeDelta = new Vector2(400, 200); } }

Properties

additionalShaderChannelsGet or set the mask of additional shader channels to be used when creating the Canvas mesh.
cachedSortingLayerValueCached calculated value based upon SortingLayerID.
isRootCanvasIs this the root Canvas?
normalizedSortingGridSizeThe normalized grid size that the canvas will split the renderable area into.
overridePixelPerfectAllows for nested canvases to override pixelPerfect settings inherited from parent canvases.
overrideSortingAllows for nested canvases to override the Canvas.sortingOrder from parent canvases.
pixelPerfectForces pixel alignment for elements in the canvas. It only applies when Canvas.renderMode is set to Screen Space.
pixelRectGet the render rect for the Canvas.
planeDistanceHow far away from the camera is the Canvas generated? It only applies when Canvas.renderMode is set to RenderMode.ScreenSpaceCamera.
referencePixelsPerUnitThe number of pixels per unit that is considered the default.
renderingDisplaySizeReturns the canvas display size based on the selected render mode and target display.
renderModeIs the Canvas in World or Overlay mode?
renderOrderThe render order in which the canvas is being emitted to the Scene. (Read Only)
rootCanvasReturns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself.
scaleFactorScales the entire canvas, ensuring it fits the screen. It only applies when Canvas.renderMode is set to Screen Space.
sortingLayerIDUnique ID of the Canvas' sorting layer.
sortingLayerNameName of the Canvas' sorting layer.
sortingOrderCanvas' order within a sorting layer.
targetDisplayFor Overlay mode, display index on which the UI canvas will appear.
updateRectTransformForStandaloneShould the Canvas size be updated based on the render target when a manual Camera.Render call is performed.
vertexColorAlwaysGammaSpaceShould the Canvas vertex color always be in gamma space before passing to the UI shaders in linear color space work flow.
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.

Static Methods

ForceUpdateCanvasesForce all canvases to update their content.
GetDefaultCanvasMaterialReturns the default material that can be used for rendering normal elements on the Canvas.
GetETC1SupportedCanvasMaterialGets or generates the ETC1 Material.

Events

preWillRenderCanvasesEvent that is called just before Canvas rendering happens.
willRenderCanvasesEvent that is called just before Canvas rendering happens.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
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.
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.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentIndexGets the index of the component on its parent GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
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.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

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.