Flat WorldUI's render to textures. Normal worldUI's are better for performance but flat worldUI's are more flexible. Free/Indie users should use normal WorldUI's instead for performance purposes, however this can still be used. The difference here is the texture can be e.g. applied to a curved surface.
Public Member Functions | |
FlatWorldUI () | |
Creates a new Flat World UI with 100x100 pixels of space and a name of "new World UI". The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution. More... | |
FlatWorldUI (string name) | |
Creates a new Flat World UI with 100x100 pixels of space and the given name. The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution. More... | |
FlatWorldUI (int widthPX, int heightPX) | |
Creates a new Flat World UI with the given pixels of space and a name of "new World UI". The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution. More... | |
FlatWorldUI (string name, int widthPX, int heightPX) | |
Creates a new Flat World UI with the given pixels of space and a given name. The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution. More... | |
override void | RenderWithCamera (int layer) |
Puts all batches of this renderer into the given unity layer. More... | |
void | SetCameraDistance (float distance) |
Sets the distance of the camera, essentially defining the amount of z-index available. More... | |
override void | SetDimensions (int x, int y) |
Sets how many pixels of space this renderer has. The actual world space size is dictated by this and PowerUI.WorldUI.SetResolution. The amount of pixels and pixels per world unit (resolution). More... | |
void | MouseMovedTo (int x, int y) |
void | MouseDown (int x, int y) |
void | MouseUp (int x, int y) |
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WorldUI () | |
Creates a new World UI with 100x100 pixels of space and a name of "new World UI". The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution. More... | |
WorldUI (string name) | |
Creates a new World UI with 100x100 pixels of space and the given name. The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution. More... | |
WorldUI (int widthPX, int heightPX) | |
Creates a new World UI with the given pixels of space and a name of "new World UI". The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution. More... | |
WorldUI (string name, int widthPX, int heightPX) | |
Creates a new World UI with the given pixels of space and a given name. The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution. More... | |
void | CameraChanged () |
Call this if you change the field of view of the camera looking at a pixel perfect WorldUI. More... | |
void | UpdateResolution () |
Flushes resolution changes. Use this after a set resolution method if you want to see your changes on the next update. Note that this is not needed when you've just created your WorldUI or if you're also changing any innerHTML or styles at the same time. Internally this just generates a layout request. More... | |
void | SetInputMode (InputMode mode) |
Called when the input mode changes. This makes sure all active batches are set to the correct mode (i.e. physics or screen). Default is None. More... | |
void | SetDepthResolution (float gaps) |
Sets how many world units are used between elements at different depths. Default is 0.01. You'll generally want this to be as small as possible to make the UI appear flat. Too small though and you'll get z-fighting. You can also use large values if you want to achieve a unique effect. More... | |
void | SetResolution (int ppw) |
Sets how many Pixels Per World unit this renderer uses. Maps directly to applying a scale. Default is 100. The actual world space size is dictated by this and PowerUI.WorldUI.SetDimensions. The amount of pixels and pixels per world unit (resolution). More... | |
void | SetResolution (float ppw) |
Sets how many Pixels Per World unit this renderer uses. Maps directly to applying a scale. Default is 100. The actual world space size is dictated by this and PowerUI.WorldUI.SetDimensions. The amount of pixels and pixels per world unit (resolution). More... | |
void | SetResolution (int ppwW, int ppwH) |
Sets how many Pixels Per World unit this renderer uses, allowing for distortion. Maps directly to applying a scale. Default is 100 on each axis. The actual world space size is dictated by this and PowerUI.WorldUI.SetDimensions. The amount of pixels and pixels per world unit (resolution). More... | |
void | SetOrigin (float x, float y) |
Sets the location of the gameobjects origin relatively. More... | |
void | FaceCamera (Camera cameraToFace) |
Makes this UI always face the given camera. More... | |
void | FaceCamera () |
Makes this UI face the main camera until told to stop. Note that this only needs to be called once. More... | |
void | StopFacingCamera () |
Stops making this UI face a camera. More... | |
void | Update () |
Updates this UI. Called internally by UI.Update. More... | |
void | ParentToOrigin (Transform parent) |
Parents this WorldUI to the given gameobject and then moves it to the transforms origin. More... | |
void | ParentToOrigin (GameObject parent) |
Parents this WorldUI to the given gameobject and then moves it to the gameobjects origin. More... | |
void | GotoLocalOrigin () |
Moves this world UI so it's at the origin of it's parents transform. More... | |
void | Expire () |
Expires this WorldUI now. More... | |
void | CancelExpiry () |
Cancels a pending expiry. More... | |
void | SetExpiry (float expiry) |
Sets an expiry time for this WorldUI. It will be destroyed in this many seconds. More... | |
void | Destroy () |
Destroys this UI. Note that this also occurs if the gameobject is destroyed; Just destroying the gameobject or a parent gameObject is all that is required. More... | |
Public Attributes | |
Texture | Texture |
The raw texture. Note that for Unity Pro users, this is always a RenderTexture (and a Texture2D for free users). More... | |
Camera | SourceCamera |
The internal camera being used to render it flat. More... | |
GameObject | CameraObject |
The internal camera's gameobject being used. More... | |
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int | pixelWidth |
The width of the UI in pixels. More... | |
int | pixelHeight |
The height of the UI in pixels. More... | |
Document | document |
The HTML document for this UI. Use this to edit the content. More... | |
Transform | transform |
The world space transform of the UI. Use this to move it around. More... | |
GameObject | gameObject |
The game object that this UI is parented to. More... | |
string | Name |
The name of this WorldUI. Use WorldUI.Find to obtain a WorldUI by name. More... | |
bool | Expires |
Does this WorldUI expire? More... | |
float | ExpiresIn |
How long until this worldUI expires. More... | |
WorldUI | UIAfter |
For internal use. All WorldUI's are stored as a linked list for updates. This is the next one in the list. More... | |
WorldUI | UIBefore |
For internal use. All WorldUI's are stored as a linked list for updates. This is the one before this in the list. More... | |
float | PixelHeightF |
The height of the UI in pixels as a float. More... | |
Renderman | Renderer |
The renderer that renders this UI. More... | |
Camera | CameraToFace |
The camera to look at. Camera.main is used if this is null and AlwaysFaceCamera is true. More... | |
bool | AlwaysFaceCamera |
<sumamry>True if this UI should face the main camera. More... | |
WorldUIExpiryEvent | OnExpire |
An event called when this WorldUI expires. Returning false prevents the default destroy action. More... | |
Vector2 | WorldScreenOrigin =Vector2.zero |
The location of the origin in pixels. Set internally; see PowerUI.WorldUI.SetOrigin. More... | |
Vector2 | OriginLocation =new Vector2(0.5f,0.5f) |
The location of the gameobjects origin relatively. Set internally; see PowerUI.WorldUI.SetOrigin. More... | |
int | AtlasSize |
Private Member Functions | |
void | SetOrthographicSize () |
Private Attributes | |
int | DefaultLayer =-1 |
The default layer to use for rendering FlatWorldUI's. If not set the PowerUI layer is used, Change by using yourWorldUI.Layer. More... | |
Additional Inherited Members | |
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static void | UpdateAll () |
Updates all worldUI's. Called internally to update pixel perfect WorldUI's. More... | |
static WorldUI | Find (string name) |
Finds a WorldUI by name. Note that this is a linear scan so it's very wise to keep hold of references to your WorldUI's where possible. If multiple WorldUI's have the same name, the latest one created is returned. More... | |
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static Dictionary< Transform, WorldUI > | PhysicsLookup |
A lookup used to quickly find a WorldUI from its transform. Used for physics based input resolving. More... | |
static bool | LiveUpdatablesAvailable |
True if any of the live WorldUI's are 'updateable'. These are pixel perfect or ones which are facing a camera. More... | |
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bool | PixelPerfect [get, set] |
True if the resolution of this WorldUI is automatically updated such that the UI is always pixel perfect. More... | |
RenderMode | RenderMode [get, set] |
How this WorldUI renders images; either on an atlas or with them 'as is'. Default is Atlas. More... | |
int | Layer [get, set] |
The layer to put this worldUI in. More... | |
Transform | PhysicsModeCollider [get] |
The collider's transform if WorldUI's are in Screen input mode. This will have a BoxCollider attached. More... | |
Vector2 | WorldPerPixel [get] |
The amount of world units per pixel. This is just the transform scale. More... | |
Vector2 | WorldScreenSize [get] |
The size of the screen in world units. More... | |
FilterMode | TextFilterMode [get, set] |
Sets the text filter mode. Note: shared fonts will be affected in all other UI's. More... | |
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Creates a new Flat World UI with 100x100 pixels of space and a name of "new World UI". The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution.
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Creates a new Flat World UI with 100x100 pixels of space and the given name. The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution.
name | The name for the UI's gameobject. |
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Creates a new Flat World UI with the given pixels of space and a name of "new World UI". The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution.
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Creates a new Flat World UI with the given pixels of space and a given name. The gameobjects origin sits at the middle of the UI by default. See PowerUI.WorldUI.SetOrigin. By default, 100 pixels are 1 world unit. See PowerUI.WorldUI.SetResolution.
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Puts all batches of this renderer into the given unity layer.
id | The ID of the unity layer. |
Reimplemented from PowerUI.WorldUI.
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Sets the distance of the camera, essentially defining the amount of z-index available.
distance | The distance of the camera from the origin along the z axis in world units. |
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Sets how many pixels of space this renderer has. The actual world space size is dictated by this and PowerUI.WorldUI.SetResolution. The amount of pixels and pixels per world unit (resolution).
widthPX | The width in pixels. |
heightPX | The height in pixels. |
Reimplemented from PowerUI.WorldUI.
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GameObject PowerUI.FlatWorldUI.CameraObject |
The internal camera's gameobject being used.
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The default layer to use for rendering FlatWorldUI's. If not set the PowerUI layer is used, Change by using yourWorldUI.Layer.
Camera PowerUI.FlatWorldUI.SourceCamera |
The internal camera being used to render it flat.
Texture PowerUI.FlatWorldUI.Texture |
The raw texture. Note that for Unity Pro users, this is always a RenderTexture (and a Texture2D for free users).