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CanvasScaler

class in UnityEngine.UI

/

Hereda de:EventSystems.UIBehaviour

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Descripción

El componente Canvas Scaler es utilizado para controlar la escala en general y densidad de pixeles de los elementos UI en el Canvas. Esta escala afecta todo debajo los Canvas, incluyendo los tamaños de fuentes y bordes de imágenes.

Para un Canvas configurado a 'Screen Space - Overlay' o 'Screen Space - Camera', el Canvas Scalar UI Scale Mode (Escalador de Canvas UI en modo Scale) puede ser configurado a Constant Pixel Size, Scale With Screen Size, o Constant Physical Size.

Utilizando el modo Constant Pixel Size, las posiciones y tamaños de los elementos UI son especificados en pixeles en la pantalla. Esto también es la funcionalidad por defecto del Canvas cuando no hay un Canvas Scaler adjunto. Sin embargo, con los ajustes de With the Scale Factor en el Canvas Scaler, una constante que escala puede ser aplicada a todos los elementos UI en el Canvas.

Using the Scale With Screen Size mode, positions and sizes can be specified according to the pixels of a specified reference resolution. If the current screen resolution is larger then the reference resolution, the Canvas will keep having only the resolution of the reference resolution, but will scale up in order to fit the screen. If the current screen resolution is smaller than the reference resolution, the Canvas will similarly be scaled down to fit. If the current screen resolution has a different aspect ratio than the reference resolution, scaling each axis individually to fit the screen would result in non-uniform scaling, which is generally undesirable. Instead of this, the ReferenceResolution component will make the Canvas resolution deviate from the reference resolution in order to respect the aspect ratio of the screen. It is possible to control how this deviation should behave using the screenMatchMode setting.

Utilizar el modo Constant Physical Size, posiciones y tamaños de los elementos del UI son especificados en unidades de física, tal como milímetros, puntos, o picas. Esto modo depende de que el dispositivo reporte su DPI de la pantalla de manera correcta. Usted puede especificar un repliegue DPI para utilizarlo en dispositivos que no reporten un DPI.

Para un Canvas configurado a 'World Space' el Canvas Scaler puede ser utilizado para controlar la densidad de pixeles de los elementos UI en el Canvas.

See Also: Canvas.

Variables

defaultSpriteDPILos pixeles por pulgadas para ser utilizadas para sprite que tienen un ajustes de 'Pixels Per Unit' que coincida con los ajustes de 'Reference Pixels Per Unit'.
dynamicPixelsPerUnitLa cantidad de pixeles por unidad para utilizar en bitmaps creados dinámicamente en el UI, tal como Text.
fallbackScreenDPIEl DPI para asumir si la pantalla del DPI no es conocido.
matchWidthOrHeightSetting to scale the Canvas to match the width or height of the reference resolution, or a combination.
physicalUnitLa unidad física para especificar las opciones y tamaños.
referencePixelsPerUnitSi un sprite tiene estos ajustes de 'Pixels Per Unit', entonces un pixel en un sprite va a cubrir una unidad en el UI.
referenceResolutionThe resolution the UI layout is designed for.
scaleFactorEscala todos los elementos del UI en el Canvas por este factor.
screenMatchModeEl modo utilizado para escalar el área de canvas si la relación del área de la resolución actual no encaja con la resolución de la referencia.
uiScaleModeDetermina cómo los elementos Ui en el Canvas son escalados.

Funciones Públicas

HandleMethod that handles calculations of canvas scaling.
HandleConstantPhysicalSizeHandles canvas scaling for a constant physical size.
HandleConstantPixelSizeHandles canvas scaling for a constant pixel size.
HandleScaleWithScreenSizeHandles canvas scaling that scales with the screen size.
HandleWorldCanvasHandles canvas scaling for world canvas.
OnDisableSee MonoBehaviour.OnDisable.
SetReferencePixelsPerUnitSets the referencePixelsPerUnit on the Canvas.
SetScaleFactorSets the scale factor on the canvas.
UpdateHandles per-frame checking if the canvas scaling needs to be updated.

Funciones Protegidas

HandleMethod that handles calculations of canvas scaling.
HandleConstantPhysicalSizeHandles canvas scaling for a constant physical size.
HandleConstantPixelSizeHandles canvas scaling for a constant pixel size.
HandleScaleWithScreenSizeHandles canvas scaling that scales with the screen size.
HandleWorldCanvasHandles canvas scaling for world canvas.
OnDisableSee MonoBehaviour.OnDisable.
SetReferencePixelsPerUnitSets the referencePixelsPerUnit on the Canvas.
SetScaleFactorSets the scale factor on the canvas.
UpdateHandles per-frame checking if the canvas scaling needs to be updated.

Miembros heredados

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject (null if there is none attached).
useGUILayoutDisabling this lets you skip the GUI layout phase.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

BroadcastMessageLlama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos.
CompareTag¿Este game object está etiquetado con tag?
GetComponentDevuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageLlama al método denominado methodName en cada MonoBehaviour de este game object.
SendMessageUpwardsLlama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour.
CancelInvokeCancels all Invoke calls on this MonoBehaviour.
InvokeInvokes the method methodName in time seconds.
InvokeRepeatingInvokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
IsInvokingIs any invoke on methodName pending?
StartCoroutineStarts a coroutine.
StopAllCoroutinesStops all coroutines running on this behaviour.
StopCoroutineStops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringDevuelve el nombre del objeto.
AwakeSee MonoBehaviour.Awake.
IsActiveReturns true if the GameObject and the Component are active.
IsDestroyedReturns true if the native representation of the behaviour has been destroyed.
OnBeforeTransformParentChangedSee MonoBehaviour.OnBeforeTransformParentChanged.
OnCanvasGroupChangedSee MonoBehaviour.OnCanvasGroupChanged.
OnCanvasHierarchyChangedCalled when the state of the parent Canvas is changed.
OnDestroySee MonoBehaviour.OnDestroy.
OnDidApplyAnimationPropertiesSee LayoutGroup.OnDidApplyAnimationProperties.
OnEnableSee MonoBehaviour.OnEnable.
OnRectTransformDimensionsChangeThis callback is called if an associated RectTransform has its dimensions changed. The call is also made to all child rect transforms, even if the child transform itself doesn't change - as it could have, depending on its anchoring.
OnTransformParentChangedSee MonoBehaviour.OnRectTransformParentChanged.
OnValidateSee MonoBehaviour.OnValidate.
ResetSee MonoBehaviour.Reset.
StartSee MonoBehaviour.Start.

Funciones Protegidas

AwakeSee MonoBehaviour.Awake.
OnBeforeTransformParentChangedSee MonoBehaviour.OnBeforeTransformParentChanged.
OnCanvasGroupChangedSee MonoBehaviour.OnCanvasGroupChanged.
OnCanvasHierarchyChangedCalled when the state of the parent Canvas is changed.
OnDestroySee MonoBehaviour.OnDestroy.
OnDidApplyAnimationPropertiesSee LayoutGroup.OnDidApplyAnimationProperties.
OnEnableSee MonoBehaviour.OnEnable.
OnRectTransformDimensionsChangeThis callback is called if an associated RectTransform has its dimensions changed. The call is also made to all child rect transforms, even if the child transform itself doesn't change - as it could have, depending on its anchoring.
OnTransformParentChangedSee MonoBehaviour.OnRectTransformParentChanged.
OnValidateSee MonoBehaviour.OnValidate.
ResetSee MonoBehaviour.Reset.
StartSee MonoBehaviour.Start.

Funciones Estáticas

printLogs message to the Unity Console (identical to Debug.Log).
DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateDevuelve el nombre del objeto.

Operadores

bool¿Existe el objeto?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Mensajes

AwakeAwake is called when the script instance is being loaded.
FixedUpdateThis function is called every fixed framerate frame, if the MonoBehaviour is enabled.
LateUpdateLateUpdate is called every frame, if the Behaviour is enabled.
OnAnimatorIKCallback for setting up animation IK (inverse kinematics).
OnAnimatorMoveCallback for processing animation movements for modifying root motion.
OnApplicationFocusSent to all game objects when the player gets or loses focus.
OnApplicationPauseSent to all game objects when the player pauses.
OnApplicationQuitSent to all game objects before the application is quit.
OnAudioFilterReadIf OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisibleOnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisibleOnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnterOnCollisionEnter se llama cuando el Collider o Rigidbody entra en contacto con otro Collider o Rigidbody.
OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStayOnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit is called when the controller hits a collider while performing a Move.
OnDestroyThis function is called when the MonoBehaviour will be destroyed.
OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.
OnDrawGizmosImplement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelectedImplement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.
OnEnableThis function is called when the object becomes enabled and active.
OnFailedToConnectCalled on the client when a connection attempt fails for some reason.
OnFailedToConnectToMasterServerCalled on clients or servers when there is a problem connecting to the MasterServer.
OnGUIOnGUI is called for rendering and handling GUI events.
OnJointBreakCalled when a joint attached to the same game object broke.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnLevelWasLoadedThis function is called after a new level was loaded.
OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.
OnMouseDownOnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnterCalled when the mouse enters the GUIElement or Collider.
OnMouseExitCalled when the mouse is not any longer over the GUIElement or Collider.
OnMouseOverCalled every frame while the mouse is over the GUIElement or Collider.
OnMouseUpOnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButtonOnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnNetworkInstantiateCalled on objects which have been network instantiated with Network.Instantiate.
OnParticleCollisionOnParticleCollision is called when a particle hits a collider.
OnPlayerConnectedCalled on the server whenever a new player has successfully connected.
OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server.
OnPostRenderOnPostRender is called after a camera finished rendering the scene.
OnPreCullOnPreCull is called before a camera culls the scene.
OnPreRenderOnPreRender se llama antes de que la cámara comience a renderizar la escena.
OnRenderImageOnRenderImage is called after all rendering is complete to render image.
OnRenderObjectOnRenderObject is called after camera has rendered the scene.
OnSerializeNetworkViewUsed to customize synchronization of variables in a script watched by a network view.
OnServerInitializedCalled on the server whenever a Network.InitializeServer was invoked and has completed.
OnTransformChildrenChangedThis function is called when the list of children of the transform of the GameObject has changed.
OnTransformParentChangedThis function is called when the parent property of the transform of the GameObject has changed.
OnTriggerEnterOnTriggerEnter is called when the Collider other enters the trigger.
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStayOnTriggerStay is called once per frame for every Collider other that is touching the trigger.
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).
OnValidateThis function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
OnWillRenderObjectOnWillRenderObject is called once for each camera if the object is visible.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods is called the first time.