class in UnityEngine
/
Inherits from:Behaviour
/
Implemented in:UnityEngine.UIModule
Element that can be used for screen rendering.
Elements on a canvas are rendered AFTER Scene rendering, either from an attached camera or using overlay mode.
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 | Get or set the mask of additional shader channels to be used when creating the Canvas mesh. |
cachedSortingLayerValue | Cached calculated value based upon SortingLayerID. |
isRootCanvas | Is this the root Canvas? |
normalizedSortingGridSize | The normalized grid size that the canvas will split the renderable area into. |
overridePixelPerfect | Allows for nested canvases to override pixelPerfect settings inherited from parent canvases. |
overrideSorting | Allows for nested canvases to override the Canvas.sortingOrder from parent canvases. |
pixelPerfect | Forces pixel alignment for elements in the canvas. It only applies when Canvas.renderMode is set to Screen Space. |
pixelRect | Get the render rect for the Canvas. |
planeDistance | How far away from the camera is the Canvas generated? It only applies when Canvas.renderMode is set to RenderMode.ScreenSpaceCamera. |
referencePixelsPerUnit | The number of pixels per unit that is considered the default. |
renderingDisplaySize | Returns the canvas display size based on the selected render mode and target display. |
renderMode | Is the Canvas in World or Overlay mode? |
renderOrder | The render order in which the canvas is being emitted to the Scene. (Read Only) |
rootCanvas | Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself. |
scaleFactor | Scales the entire canvas, ensuring it fits the screen. It only applies when Canvas.renderMode is set to Screen Space. |
sortingLayerID | Unique ID of the Canvas' sorting layer. |
sortingLayerName | Name of the Canvas' sorting layer. |
sortingOrder | Canvas' order within a sorting layer. |
targetDisplay | For Overlay mode, display index on which the UI canvas will appear. |
updateRectTransformForStandalone | Should the Canvas size be updated based on the render target when a manual Camera.Render call is performed. |
vertexColorAlwaysGammaSpace | Should the Canvas vertex color always be in gamma space before passing to the UI shaders in linear color space work flow. |
worldCamera | Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space Canvas. |
ForceUpdateCanvases | Force all canvases to update their content. |
GetDefaultCanvasMaterial | Returns the default material that can be used for rendering normal elements on the Canvas. |
GetETC1SupportedCanvasMaterial | Gets or generates the ETC1 Material. |
preWillRenderCanvases | Event that is called just before Canvas rendering happens. |
willRenderCanvases | Event that is called just before Canvas rendering happens. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentIndex | Gets the index of the component on its parent GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |