Structure that stores the state of an animation transition on a Selectable.
Base class for effects that modify the generated Mesh.
A standard button that sends an event when clicked.
A place where CanvasElements can register themselves for rebuilding.
Registry class to keep track of all IClippers that exist in the scene
Utility class to help when clipping using IClipper.
Utility class for creating default implementations of builtin UI controls.
Utility class that is used to help with Text update.
Base class for all UI components that should be derived from when creating new Graphic types.
Registry which maps a Graphic to the canvas it belongs to.
Abstract base class for HorizontalLayoutGroup and VerticalLayoutGroup to generalize common functionality.
Image is a textured element in the UI hierarchy.
Turn a simple label into a interactable input field.
Wrapper class for managing layout rebuilding of CanvasElement.
Utility functions for querying layout elements for their minimum, preferred, and flexible sizes.
A Graphic that is capable of being masked out.
Mask related utility class. This class provides masking-specific utility functions.
Displays a Texture2D for the UI System.
Dynamic material class makes it possible to create custom materials on the fly on a per-Graphic basis, and still have them get cleaned up correctly.
A standard toggle that has an on / off state.
A utility class that can aid in the generation of meshes for the UI.
Object used to pass resources to use for the default controls.
Factory interface to create a GameObject in this class. It is necessary to use this interface in the whole class so MenuOption and Editor can work using ObjectFactory and default Presets.
This is an element that can live on a Canvas.
Interface for elements that can be clipped if they are under an IClipper
Interface that can be used to recieve clipping callbacks as part of the canvas update loop.
Base interface to be implemented by components that control the layout of RectTransforms.
A component is treated as a layout element by the auto layout system if it implements ILayoutElement.
ILayoutGroup is an ILayoutController that should drive the RectTransforms of its children.
A RectTransform will be ignored by the layout system if it has a component which implements ILayoutIgnorer.
ILayoutSelfController is an ILayoutController that should drive its own RectTransform.
This element is capable of being masked out.
Use this interface to modify a Material that renders a Graphic. The Material is modified before the it is passed to the CanvasRenderer.
Interface which allows for the modification of verticies in a Graphic before they are passed to the CanvasRenderer. When a Graphic generates a list of vertices they are passed (in order) to any components on the GameObject that implement IMeshModifier. This component can modify the given Mesh.
Specifies a mode to use to enforce an aspect ratio.
Determines how UI elements in the Canvas are scaled.
Scale the canvas area with the width as reference, the height as reference, or something in between.
The possible physical unit types
Values of 'update' called on a Canvas update.
The size fit modes avaliable to use.
Type of raycasters to check against to check for canvas blocking elements.
The grid axis we are looking at.
Constraint type on either the number of columns or rows.
Which corner is the starting corner for the grid.
The possible fill method types for a Filled Image.
Origin for the Image.FillMethod.Radial180.
One of the points of the Arc for the Image.FillMethod.Radial360.
Origin for the Image.FillMethod.Radial90.
Origin for the Image.FillMethod.Horizontal.
Origin for the Image.FillMethod.Vertical.
Image fill type controls how to display the image.
The type of characters that are allowed to be added to the string.
Setting the content type acts as a shortcut for setting a combination of InputType, CharacterValidation, LineType, and TouchScreenKeyboardType
Type of data expected by the input field mobile keyboard.
The LineType is used to describe the behavior of the InputField.
Setting that indicates one of four directions the scrollbar will travel.
A setting for which behavior to use when content moves beyond the confines of its container.
Enum for which behavior to use for scrollbar visibility.
An enumeration of selected states of objects
Transition mode for a Selectable.
Setting that indicates one of four directions.
Display settings for when a toggle is activated or deactivated.