![]() See in Glossary independent of the screen resolution. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. This makes them look crisp and they will stay the same size in pixels The smallest unit in a computer image. Pixel Correctīy default, GUI Texts are rendered with Pixel Correct enabled. If the text isn’t visible when you press Play, check that the transform has suitable position, typically (0.5, 0.5, 0.0). To add a GUIText component in Unity 5.0, first use GameObject->Create Empty to create an empty game object, then use the Component->Rendering->GUIText option to add the GUIText component to the newly created game object. Rather than being positioned in World Coordinates, GUI Texts are positioned in Screen Coordinates, where (0,0) is the bottom-left and (1,1) is the top-right corner of the screen. GUI Texts are positioned using only the X and Y axes. Cameras include a GUI Layer by default, so don’t remove it if you want to display a GUI Text. See in Glossary has to have a GUI Layer attached in order to render the text. The output is either drawn to the screen or captured as a texture. The Camera A component which creates an image of a particular viewpoint in your scene. GUI Texts are used to print text onto the screen in 2D. If enabled, allows HTML-style tags for text formatting. If disabled, the characters will be resized based on the Transform’s Scale. If enabled, all Text characters will be drawn in the size of the imported font texture. (Normal, Bold, Italic or Bold and Italic). If set, this property overrides the one in the Font asset. Reference to the Material containing the characters to be drawn. The available options for a Material depend on which Shader the Material is using. Material An asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. By default, the main camera in Unity renders its view to the screen. The Font to use when rendering The process of drawing graphics to the screen (or to a render texture). As a multiplum of the space character offset. How much space will be inserted for a tab (‘\t’) character. ![]() How much space will be in-between lines of Text. Offset of the text relative to the position of the GUIText in the screen. ![]() How multiple lines are aligned within the GUIText. The point at which the Text shares the position of the Transform. Anchors are shown as four small triangular handles in the Scene View and anchor information is also shown in the Inspector. More infoĪnchor A UI layout tool that fixes a UI element to a parent element. This can be used to provide captions or labels for other GUI controls or to display instructions or other text. Text A non-interactive piece of text to the user. This is also unrelated to the IMGUI system. You should use Unity’s up-to-date UI system instead. See in Glossary textures and images to the screen. Please Note: This component relates to legacy methods for drawing UI (User Interface) Allows a user to interact with your application. GUI Text displays text of any font you import in screen coordinates.
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