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SUICanvas

Index

Properties Index

Property Name
bool IsRootCanvas get
float ScaleFactor get set
float ReferencePixelsPerUnit get set
bool PixelPerfect get set
float PlaneDistance get set
int SortingOrder get set
int TargetDisplay get set
float NormalizedSortingGridSize get set
SGameObject GameObject get

Properties

IsRootCanvas

bool IsRootCanvas get

The avoidance radius for the agent.

IsRootCanvas = Space.Host.ExecutingObject.UICanvas.IsRootCanvas

ScaleFactor

float ScaleFactor get set

Scales all UI elements in the Canvas by this factor.

Space.Host.ExecutingObject.UICanvas.ScaleFactor = 2.0

ReferencePixelsPerUnit

float ReferencePixelsPerUnit get set

If a sprite has this "Pixels Per Unit" setting, then one pixel in the sprite will cover one unit in the UI.

Space.Host.ExecutingObject.UICanvas.ReferencePixelsPerUnit = 50.0

PixelPerfect

bool PixelPerfect get set

Should the UI be rendered without antialiasing for precision?

Space.Host.ExecutingObject.UICanvas.PixelPerfect = true

PlaneDistance

float PlaneDistance get set

The distance at which the UI plane should be placed in front of the camera.

Space.Host.ExecutingObject.UICanvas.PlaneDistance = 2.0

SortingOrder

int SortingOrder get set

Canvas' order within a sorting layer.

Space.Host.ExecutingObject.UICanvas.SortingOrder = 2.0

TargetDisplay

int TargetDisplay get set

For Overlay mode, display index on which the UI canvas will appear.

Space.Host.ExecutingObject.UICanvas.TargetDisplay = 1

NormalizedSortingGridSize

float NormalizedSortingGridSize get set

The normalized grid size that the canvas will split the renderable area into.

Space.Host.ExecutingObject.UICanvas.NormalizedSortingGridSize = 5.0

GameObject

SGameObject GameObject get

Property Description

theGameObject = Space.Host.ExecutingObject.UICanvas.GameObject