可用于屏幕渲染的元素。
画布上的元素在场景渲染之后渲染(从附加的摄像机或使用覆盖模式)。
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); } }
additionalShaderChannels | 获取或设置要在创建 Canvas 网格时使用的附加着色器通道的遮罩。 |
cachedSortingLayerValue | 基于 SortingLayerID 缓存的计算值。 |
isRootCanvas | 这是根 Canvas 吗? |
normalizedSortingGridSize | 画布将可渲染区域拆分成的标准化网格大小。 |
overridePixelPerfect | 允许嵌套画布重写从父画布继承的 pixelPerfect 设置。 |
overrideSorting | 覆盖画布的排序。 |
pixelPerfect | 强制画布中的元素按像素对齐。仅在 renderMode 为屏幕空间时适用。 |
pixelRect | 获取 Canvas 的渲染矩形。 |
planeDistance | 生成画布的位置到摄像机的距离。 |
referencePixelsPerUnit | 被视为默认值的 Pixels Per Unit 数量。 |
renderingDisplaySize | Returns the canvas display size based on the selected render mode and target display. |
renderMode | 该 Canvas 处于世界模式还是覆盖模式? |
renderOrder | 将画布发射到场景的渲染顺序。(只读) |
rootCanvas | 通过检查每个父项并返回找到的最后一个画布来返回最接近根的 Canvas。如果未找到其他画布,则画布返回自身。 |
scaleFactor | 用于缩放整个画布,同时仍使其适合屏幕。仅在 renderMode 为屏幕空间时适用。 |
sortingLayerID | 画布排序图层的唯一 ID。 |
sortingLayerName | 画布排序图层的名称。 |
sortingOrder | 排序图层中的画布顺序。 |
targetDisplay | 用于覆盖模式,将显示 UI 画布的显示索引。 |
updateRectTransformForStandalone | Should the Canvas size be updated based on the render target when a manual Camera.Render call is performed. |
worldCamera | 在“Screen Space - Camera”中用于调整 Canvas 大小的 Camera。也在 World Space Canvas 中用作通过其发送事件的 Camera。 |
ForceUpdateCanvases | 强制所有画布更新其内容。 |
GetDefaultCanvasMaterial | 返回可用于在画布上渲染普通元素的默认材质。 |
GetETC1SupportedCanvasMaterial | 获取或生成 ETC1 材质。 |
preWillRenderCanvases | 在即将开始 Canvas 渲染前调用的事件。 |
willRenderCanvases | 在即将开始 Canvas 渲染前调用的事件。 |
enabled | 启用的 Behaviour 可更新,禁用的 Behaviour 不可更新。 |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
gameObject | 此组件附加到的游戏对象。始终将组件附加到游戏对象。 |
tag | 此游戏对象的标签。 |
transform | 附加到此 GameObject 的 Transform。 |
hideFlags | 该对象应该隐藏、随场景一起保存还是由用户修改? |
name | 对象的名称。 |
BroadcastMessage | 调用此游戏对象或其任何子项中的每个 MonoBehaviour 上名为 methodName 的方法。 |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Returns the component of type if the GameObject has one attached. |
GetComponentInChildren | Returns the Component of type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the Component of type in the GameObject or any of its parents. |
GetComponents | 返回 GameObject 中类型为 type 的所有组件。 |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. Works recursively. |
GetComponentsInParent | 返回 GameObject 或其任何父项中类型为 type 的所有组件。 |
SendMessage | 调用此游戏对象中的每个 MonoBehaviour 上名为 methodName 的方法。 |
SendMessageUpwards | 调用此游戏对象中的每个 MonoBehaviour 上或此行为的每个父级上名为 methodName 的方法。 |
TryGetComponent | 获取指定类型的组件(如果存在)。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.