A VisualElement representing a source texture. Note: This is not related to the UnityEngine.UI.Image uGUI control. This is the ...
Returns an empty enumerable, as images generally do not have children.
The texture to display in this image. If you assign a Texture or Texture2D, the Image element will resize and show the assigned...
Constructor.
ScaleMode used to display the Image.
The source rectangle inside the texture relative to the top left corner.
The sprite to display in this image.
Tinting color for this Image.
USS class name of elements of this type.
The base texture coordinates of the Image relative to the bottom left corner.
The VectorImage to display in this image.
The icon image contained.
Avatar image of the user.
The accessibility node behaves like an image.
This is the most common setting used for all the textures in general.
Image representation of the achievement.
Loads PNG, JPG or EXR image byte array into a texture.
When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.
Image is above the text.
Image is to the left of the text.
Only the image is displayed.
This class provides utility and extension methods to convert image data to and from PNG, JPEG and EXR formats, and to encode im...
Any Image Effect with this attribute will be rendered after Dynamic Resolution stage.
Any Image Effect with this attribute can be rendered into the Scene view camera.
Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.
Use this attribute when image effects are implemented using Command Buffers.
How image and text is placed inside GUIStyle.
Enables legacy PNG runtime import behavior.
Encodes this array into the EXR format.
Encodes this array into JPG format.
Encodes this array into PNG format.
Encodes this array into TGA format.
Encodes this native array into the EXR format.
Encodes this native array into JPG format.
Encodes this native array into PNG format.
Encodes this native array into TGA format.
Encodes this texture into the EXR format.
Encodes this texture into JPG format.
Encodes this texture into PNG format.
Encodes the specified texture in TGA format.
Only the text is displayed.
An asset that represents a vector image.
The USS class name of the image element that will be used to display the icon texture.
The height of the vector image.
The width of the vector image.
How image and text of the GUIContent is combined.
The hash value of the Texture.
The ImageConversion module implements the ImageConversion class which provides helper methods for converting image data.
Number of pre-rendered images that can be switched when the billboard is viewed from different angles.
Event function that Unity calls after a Camera has finished rendering, that allows you to modify the Camera's final image.
Sets or updates badge on a tile to an image.
Background image to paint in the element's box.
The format in which the image was captured.
Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage and use i...
Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage which wil...
Event function that Unity calls after a Camera has finished rendering, that allows you to modify the Camera's final image.
Saves the content of this Painter2D to a VectorImage object.
Whether image effects (post processing) render in this SceneView.
Background image to paint in the element's box.
Includes all top shelf images required by tvOS.
The platform can use a foveation image to control the shading rate per tile in screen-space.
Sets the image to display on screen when the game launches for the specified iOS device.
Intel Open Image Denoiser.
Retrieves the Asset path for the image you set as the Universal Windows Platform package logo.
Sets the image to use as the Universal Windows Platform package logo.
Delays acquiring the swapchain image until after the frame is rendered.
Options for the set of sizing values to apply to the Universal Windows Platform logo and icon images. These options specify var...
Options for the icon and logo image types that represent the application. For example, images to display within the Microsoft S...
Replaces the contents of an existing Texture2D with an image from the downloaded data.
Launch screen image on the iPad.
Landscape oriented launch screen image on the iPhone.
Portrait oriented launch screen image on the iPhone.
Specifies gizmos that are rendered before ImageEffects.
After image effects.
After image effects that happen between opaque & transparent objects.
Specifies gizmos that are rendered after ImageEffects.
Get the array of billboard image texture coordinate data.
Set the array of billboard image texture coordinate data.
Before image effects.
Before image effects that happen between opaque & transparent objects.
Targets a size of 16x16 pixels.
Targets a size of 24x24 pixels.
Targets a size of 256x256 pixels.
Targets a size of 32x32 pixels.
Targets a size of 48x48 pixels.
The image that represents your application within the Microsoft Store.
The image to display as the splash screen while the Universal Windows Platform application opens.
The image to display as the medium tile in the start menu and Microsoft Store.
The image to display as the large tile in the start menu and Microsoft Store.
The image to display as the application icon within the start menu, taskbar, and task manager.
The image to display as the small tile in the start menu.
The image to display as the wide tile in the start menu and Microsoft Store.
Are image effects supported? (Read Only)
A non-owning reference to the image data.
This method will copy the captured image data into a user supplied texture for use in Unity.
Will copy the raw IMFMediaBuffer image data into a byte list.
Whether image effects (post processing) rendering is enabled in this SceneView.
Image Encoding Format.
Image height in pixels.
Image width in pixels.
Images are deinterlaced during transcode. This tells the importer how to interpret fields in the source, if any.
The image to display in the Resolution Dialog window.
The image height in pixels.
The image width in pixels.
The raw image data pixel format.
Encodes images and audio samples into an audio or movie file.
A preview image for the component type.
Background images used by this state when on a high-resolution screen. It should either be left empty, or contain a single imag...
Background image x position value.
Background image y position value.
Background image repeat value.
Background image size value. Transitions are fully supported only when using size in pixels or percentages, such as pixel-to-pi...
Background image scaling in the element's box.
Background image x position value.
Background image y position value.
Background image repeat value.
Background image size value. Transitions are fully supported only when using size in pixels or percentages, such as pixel-to-pi...
Background image scaling in the element's box.
Resize the image proportionally so that the width fits the target area.
Resize the image proportionally so that the content fits the target area.
Resize the image proportionally so that the content fits the target area. The VideoPlayer automatically crops the image if needed.
Resize the image proportionally so that the height fits the target area.
Resize the image non-proportionally to fit the target area.
The encoded image or video pixel format to use for PhotoCapture and VideoCapture.
Width of the image.
Width of the image data.
Height of the image.
The background-image is repeated as much as possible without clipping. The first and last image is pinned to either side of the...
Determines if image has HDR data.
Height of the image data.
The background image used by GUI elements in this given state.
The background-image isn't repeated. The image is only shown once. This is the default to keep background compatibility with un...
The background image is repeated both vertically and horizontally. The last image will be clipped if it doesn't fit.
The background-image is repeated and squished or stretched to fill the space (no gaps).
Stabilizes the image only for changes to the user's head orientation, ignores changes in position. This is best for body-locked...
Stabilizes the image for changes to both the user's head position and orientation. This is best for world-locked content that y...
Base class for images & text strings displayed in a GUI.
Instantiates an Image using the data read from a UXML file.
The width of the images in the video clip in pixels. (Read Only).
USS class name of Images in Toggle elements.
The height of the images in the video clip in pixels. (Read Only).
The width of the images in the VideoClip, or URL, in pixels. (Read Only)
Custom preview for Image component.
Sprite is a single image section extracted automatically from the texture.
How to resize the images when going into the imported clip.
The height of the images in the VideoClip, or URL, in pixels. (Read Only)
Generate Alpha from image gray scale.
Controls an internal image resize, resulting in blurrier images but smaller image dimensions and file size.
Sprites are multiple image sections extracted from the texture.
Does textures source image have RGB channels.
Resize the background image to make sure the image is fully visible.
Resize the background image to cover the entire container, even if it has to stretch the image or cut a little bit off one of t...
How the video clip's images will be resized during transcoding.
The width of the glyph image.
Renders a color bitmap image representation of the glyph no hinting.
Renders a color bitmap image representation of the glyph with hinting.
Texture format for the image data.
Returns if the texture image is vertically flipped.
Does not stabilize the image for the user's head motion and instead fixes it in the display. Note that this is only comfortable...
The height of the glyph image.
A DownloadHandler subclass specialized for downloading images for use as Texture objects.
The borders of all background images.
The USS class name for images in Elements of this type.
Creates a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.
Helpers for downloading image files into Textures using UnityWebRequest.
Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data.
Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and its vertical mirror image with smoot...
Determines if the size of the background image comes from the BackgroundSize.x and BackgroundSize.y length values.
Render only once and use resulting image for both eyes.
The pixel format used to capture and record your image data.
The horizontal distance from the origin of this glyph to the begining of the glyph image.
The maximum extend of the glyph image in the x-axis.
The maximum extend of the glyph image in the y-axis.
The minium extend of the glyph image in the x-axis.
The minimum extend of the glyph image in the y-axis.
The uv coordinate matching the bottom left of the glyph image in the font texture.
The uv coordinate matching the bottom right of the glyph image in the font texture.
The uv coordinate matching the top left of the glyph image in the font texture.
The uv coordinate matching the top right of the glyph image in the font texture.
Excludes textures that, because of their format, would lose precision, or be truncated when the system adds them to the atlas. ...
Gets the GUIContent from Unity built-in resources with the given information or creates a GUIContent for a GUI element.The text...
Sections of the render target not placed in fast memory will be taken from the bottom of the image.
Sections of the render target not placed in fast memory will be taken from the top of the image.
Load glyph metrics and render outline using 8-bit or antialiased image of the glyph.
Renders a bitmap representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting.
Renders a bitmap representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with hinting.
Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline w...
Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline w...
Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline w...
Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline w...
Renders a signed distance field (SDF) representation of the glyph from an 8-bit or antialiased image of the glyph outline with ...
Renders a signed distance field (SDF) representation of the glyph from an 8-bit or antialiased image of the glyph outline with ...
Renders a bitmap representation of the glyph from an 8-bit or antialiased image of the glyph outline with no hinting.
Renders a bitmap representation of the glyph from an 8-bit or antialiased image of the glyph outline with hinting.
Index of attachment used as shading rate image.
Extra space to be added to the background image.
Size of the 9-slice's bottom edge when painting an element's background image.
Size of the 9-slice's left edge when painting an element's background image.
Size of the 9-slice's right edge when painting an element's background image.
Size of the 9-slice's top edge when painting an element's background image.
Size of the 9-slice's bottom edge when painting an element's background image.
Size of the 9-slice's left edge when painting an element's background image.
Size of the 9-slice's right edge when painting an element's background image.
Size of the 9-slice's top edge when painting an element's background image.
The type of source Asset that the build process used to generate the package Asset, such as image, Mesh or audio types.
The length of the raw IMFMediaBuffer which contains the image captured.
Provides a COM pointer to the native IMFMediaBuffer that contains the image data.
Default cursor's click position in pixels from the top left corner of the cursor image.
Sets the background color of the splash screen when no background image is used. The default background color is dark blue RGB(...
Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to GUI.DrawTexture. If the ...
The Scene template's preview image or icon.
Both the left and right eyes are captured and composited into one image.
Both the left and right eyes are captured and composited into one image, showing the motion vectors.
The content is used to display the search column label and image in its header.
The slice type determines whether the center of the image is scaled or tiled.
Fill the slices by tiling the center and sides. Image must be imported as a Sprite (2D and UI) and have Mesh Type set to Full R...
Determines if alpha channel is present in image data.
The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will...
The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will...
Bounding rectangle of the sprite's graphic within the atlas image.
Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image.
Allows you to check whether the texture source image has an alpha channel.
Automatically determine type of cubemap generation from the source image.
The number of columns in the source image for a Texture2DArray or Texture3D.
The number of rows in the source image for a Texture2DArray or Texture3D.
Defines UxmlTraits for the Image.
Describes how the fields in the image, if any, should be interpreted.
Mirror view pass should blit platform default image to the mirror target.
Mirror view pass should blit after distortion pass image to the mirror target.
Mirror view pass should blit left eye image to the mirror target.
Mirror view pass should blit left eye image and right eye image in a side-by-side fashion to the mirror target, displaying moti...
Mirror view pass should blit right eye image to the mirror target.
Mirror view pass should blit left eye image and right eye image in a side-by-side fashion to the mirror target.
Prepare the application to encode images for an HDR display.
This texture will use Wavelet compression. This is best used for grainy images.
Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to re...
Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader w...
Type of destination for the images read by a VideoPlayer.
Controls the imported clip's internal resize to save space at the cost of blurrier images.
Sets or gets the state of content protection for the current active provider. For most providers, content protec...
BillboardAsset describes how a billboard is rendered.
Render into a static cubemap from this camera.
Represents a Sprite object for use in 2D gameplay.
Class that represents textures in C# code.
Options for which tile types to display the application name on.
Describes the method for how content is displayed on the screen.
Captures a screenshot at path filename as a PNG file.
Creates a new native Unity asset.
This is a clickable button.
Constructs a Button.
Gets the temporary RenderTexture target for this Camera.
Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth.
How and if camera generates a depth texture.
Should camera rendering be forced into a RenderTexture.
Get or set the raw projection matrix with no camera offset (no jittering).
Render the camera manually.
Render the camera with shader replacement.
Specifies whether motion vectors should be rendered (if possible).
Default constructor.
Places the package on the outer edge of the disk.
Draw an icon at a position in the Scene view.
Low-level graphics library.
Allows this GraphicsTexture to be set as a render target and be rendered to.
Create a Box on the GUI Layer.
Draw a texture within a rectangle with the given texture coordinates.
Constructor for GUIContent in all shapes and sizes.
Draw this GUIStyle on to the screen, internal version.
Describes whether Unity performs HDR tonemapping automatically.
The base luminance of a white paper surface in nits or candela per square meter (cd/m2).
Sets the base luminance of a white paper surface in nits or candela per square meter (cd/m2).
Invoked during the repaint phase.
Whether to show undefined areas of the display that might cause rendering problems in your built application.
Appends a frame to the file's video track.
Context is the object that is the target of a menu command.
Motion vector render pass.
Asynchronously captures a photo from the web camera and saves it to disk.
JPEG Encoding.
PNG Encoding.
Contains information captured from the web camera.
Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPad.
Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPhone.
Virtual Reality specific splash screen.
The application name to display on the Large Tile.
The application name to display on the Medium Tile.
The Override background color for the Unity splash screen.
Indicates whether to display the application name on the wide tile.
Specifies the mode for motion vector rendering.
Specifies whether this renderer has a per-object motion vector pass.
Render textures are textures that can be rendered to.
Enable random access write into this render texture on Shader Model 5.0 level shaders.
The size of the Scene view measured diagonally.
Should the cursor be visible?
Autorotates the screen as necessary toward any of the enabled orientations.
Enables controlling the ordering of asset import based on type. Positive values delay the processing of source asset files whil...
The current draw mode of the Sprite Renderer.
Returns a 2D array of the detail object density (i.e. the number of detail objects for this layer) in the specific location.
Sets the detail layer density map.
Convolution mode.
Import the texture as a 2D Array texture.
Import the texture as a 3D texture.
Options for where texture color channel data comes from in the TextureImporter.
Clamps the texture to the last pixel at the edge.
Send a notification for tile (update tiles look).
Create toast notification.
Set the parent of the transform.
Waits until the end of the frame after Unity has rendered every Camera and GUI, just before displaying the frame on screen.
WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.
Application targets PCs.
Returns a Texture2D generated from the downloaded data (Read Only).
Controls the size of the textures submitted to the display as a multiplier of the display's default resolution.
Controls the actual size of eye textures as a multiplier of the device's default resolution.
AssetBundle variant.
Make an auto-layout box.
Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition.
Represents a 128-bit hash value.
Interface into the Legacy Input system.
Indicates which tiles display the application's display name.
Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.
Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.
Maximum number of slices in a Texture array (Read Only).
Enable HTML-style tags for Text Formatting Markup.
Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.
Sets the raw data of an entire texture in CPU memory.
Packs multiple Textures into a texture atlas.
Reads pixels from the current render target and writes them to a texture.
Gets the source texture's width and height.
Whether Unity stores an additional copy of the imported texture's pixel data in CPU-addressable memory.
Specifies the source for the texture's alpha color channel data.
Specifies the source for the texture's blue color channel data.
Specifies the source for the texture's green color channel data.
Specifies the source for the texture's red color channel data.
Specifies the source for the texture's alpha color channel data.
Specifies the source for the texture's blue color channel data.
Specifies the source for the texture's green color channel data.
Specifies the source for the texture's red color channel data.
Slows your application’s playback time to allow Unity to save screenshots in between frames.
The rectangle of the content area of the element, in the local space of the element. (Read Only)
Simple access to web pages.
Add binary data to the form.
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