Version: Unity 6.2 (6000.2)
Language : English
Create a panel
UI Document component

Panel Settings properties reference

The following tables describe the Panel Settings asset properties:

Property Description
Theme Style Sheet Apply a default TSS file to every UI Document that the panel renders.
Text Settings Set the UITK Text Settings asset for this panel. If this asset isn’t set, UI Toolkit automatically creates one with the default settings.
Binding Console Logs Set the binding log levels.
Render Mode Set the render mode for the panel:
  • World Space: Position and render UI elements alongside 2D or 3D objects in the Scene.
  • Screen Space Overlay: Render UI elements on the screen.
Scale Mode Parameters Display different properties depending on the Scale Mode setting.
Dynamic Atlas Settings Set the dynamic atlas settings for the panel.

Collider Update Mode

The ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
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Update Mode
property appears only when you set the Render Mode to World Space. It determines how the collider updates when the panel changes size or position.

The following table describes the Collider Update Mode properties:

Property Description
Match 3D bounding box The collider matches the 3D bounding box of the panel.
Match 2D document rect The collider matches the 2D document rectangle of the panel.
Keep existing collider The collider doesn’t change.

Collider is Trigger

The Collider is Trigger checkbox appears only when you set the Render Mode to World Space. It specifies whether the collider is a trigger.

The Collider.isTrigger property tells the Physics engineA system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. More info
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whether the collider participates in physical collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
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. Trigger colliders detect overlaps but don’t block movement or react to forces.

UI interactions work the same way regardless of whether the collider is a trigger. In general, use trigger colliders for UI elements because trigger colliders don’t interact with the physical world. Characters don’t collide with them, and objects like rocks don’t fall on buttons and get stuck.

However, if you use non-trigger colliders and don’t want them to affect gameplay physics, use the Physics layer interaction matrix to disable collisions with the UI layer. For more information, refer to Create and configure a trigger collider.

Screen Space Overlay parameters

The following table describes the parameters that are only available for Screen Space Overlay:

Property Description
Target Texture Set the render textureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
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used to render the panel.
Target Display Set the display for the panel. Only set this if the target texture isn’t set, because the target texture takes precedence over the target display.
Sort Order Set the order in which the UI System draws panels when the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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uses more than one panel. Panels with higher Sort Order values are drawn on top of panels with lower values.
Scale Mode Set how the panel’s UI scales when the screen size changes.

Scale Mode parameters

The following tables describe the parameters for each scale mode:

Constant Pixel Size

Set elements to stay the same size, in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
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, regardless of screen size.

Property Description
Scale Multiply element sizes by this value. Must be greater than 0.
Reference SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
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Pixel per Unit
Set the number of pixels per unit for the reference sprite. This value is used to calculate the size of the element in pixels.

Constant Physical Size

Set elements stay the same physical size regardless of screen size and resolution.|

Parameters Description
Reference DPI Set the Reference DPI value to the screen density that your UI was designed for. When the system renders your UI, it tries to find the actual DPI value of the screen, and compares it to the Reference DPI. If they’re different, the system scales the UI accordingly.
Fallback DPI Use this value if the UI system can’t determine the screen DPI.
Reference Sprite Pixel per Unit Set the number of pixels per unit for the reference sprite. This value is used to calculate the size of the element in pixels.

Scale with Screen Size

Set elements to grow or shrink depending on the screen size.

Property Description
Screen Match Mode Set how to scale elements when the screen resolution is different from the Reference Resolution:

  • Match Width or Height: Scale the canvas area with the width or the height as reference, or a linear interpolation between the width and the height.
  • Shrink: Crop the canvas area either horizontally or vertically, so the size of the canvas is smaller than the reference.
  • Expand: Expand the canvas area either horizontally or vertically, so the size of the canvas is larger than the reference.
Reference Resolution Set the resolution that this panel’s UI is designed for. If the screen resolution is larger than the reference resolution, the UI scales up. If it’s smaller, the UI scales down. How the UI scales depends on the Screen Match Mode.
Screen Match Mode Parameters When Screen Match Mode is set to Match Width or Height, the Match value controls whether the UI system scales the UI to match the screen width, the screen height, or a mix of the two.

For example, if the value is 0, it matches the width; if the value is 1, it matches the height; if the value is 0.4, it linearly interpolates between width and height by 40%.

Dynamic Atlas Settings

Specify the settings that the dynamic atlas system uses.

The following table describes the Dynamic Atlas Settings properties:

Property Description
Min Atlas Size Set the minimum size (width/height) of the atlas texture, in pixels.
Max Atlas Size Set the maximum size (width/height) of the atlas texture, in pixels.
Max Sub Texture Size Set the maximum width and height of a texture that can be added to the atlas.
Active Filters Set the filters that the dynamic atlas system uses to exclude textures from the texture atlas.

Active Filters

You can apply more than one filter at a time. The following table describes each active filter.

Property Description
Nothing Disable all the filters.
Everything Apply all the filters.
Readability Exclude textures that Texture2D.isReadable is set to true.
Unity can’t automatically update the dynamic atlas when you add a texture through APIs like Texture2D.SetPixels. You can use RuntimePanelUtils.SetTextureDirty to force the atlas to update its content for a given texture.
Size Exclude textures that are larger than the Max Sub Texture Size setting.
Large textures can saturate the atlas quickly. If you don’t want to add large textures to the atlas, select this filter and adjust Max Sub Texture Size to fit your needs. By default, textures larger than 64x64 aren’t allowed into the atlas.
Format Store sRGB-encoded data with 8-bits per channel precision, and excludes sub-textures that would lose precision or be truncated when added to the atlas, such as an R16G16B16A16_FLOAT texture.
Color Space Exclude R8G8B8A8_UNORM content when the project is in a linear color space.
In a linear color space, the format of the RenderTexture of the dynamic atlas is R8G8B8A8_SRGB. The data stored in the RenderTexture is sRGB-encoded. When read from, it’s linearized, and when written to, it’s encoded to sRGB. Because of the limited precision of the format, R8G8B8A8_UNORM content stored in the atlas could cause banding to occur.
Filter Mode Exclude textures for which the sub-texture filter mode, such as Point or Bilinear, doesn’t match the atlas filter mode. This prevents the mismatch between the sub-texture filter mode and the atlas filter mode. The mismatch could cause unexpected blurriness or blockiness.

Clear Settings

Set how the panel clears before rendering. The Clear Settings properties are only available when the Render Mode is set to Screen Space Overlay.

The following table describes the Clear Settings properties:

Property Description
Clear Color Set whether the panel clears the color buffer before rendering.
Clear Color Value Set the color that the panel uses to clear the color buffer.
Clear Depth Stencil Set whether the panel clears the depth stencil before rendering.

Buffer Management

Set how the panel manages its buffers.

The following table describes the Buffer Management properties:

Property Description
Vertex budget Set the approximate number of vertices the panel uses. This helps initialize vertex buffers with the right size, which can reduce draw calls. A value of 0 uses the default value for UI rendering.

Additional resources

Create a panel
UI Document component