class in UnityEngine
/
Inherits from:Behaviour
/
Implemented in:UnityEngine.UIModule
Switch to ManualElement 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 | Override the sorting of canvas. | 
| pixelPerfect | Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space. | 
| pixelRect | Get the render rect for the Canvas. | 
| planeDistance | How far away from the camera is the Canvas generated. | 
| referencePixelsPerUnit | The number of pixels per unit that is considered the default. | 
| 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 | Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is 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. | 
| 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. | 
| willRenderCanvases | Event that is called just before Canvas rendering happens. | 
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | 
| isActiveAndEnabled | Has the Behaviour had active and enabled called? | 
| 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 | Is this game object tagged with tag ? | 
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. | 
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. | 
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. | 
| GetComponents | Returns all components of Type type in the GameObject. | 
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. | 
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | 
| 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. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the GameObject. | 
| 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. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| 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. | 
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