If disabled, the Component will stop enacting its behavior.
When a ScreenTransform is present on this SceneObject,
and extentsTarget
is a child of this SceneObject, extentsTarget
will be repositioned to match the exact
area this MeshVisual is being rendered. Very useful for Image and Text components.
Which type of fill the sprite uses.
Possible values:
Fit = 0 Fill = 1 Stretch = 2
Whether the sprite is flipped over the Y-axis (sideways).
Whether the sprite is flipped over the X-axis (upside-down).
The font used to display text.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on stretchMode
.
Returns the first Material.
Returns the mainPass
of the mainMaterial
.
Get the array of materials used by the MaterialMeshVisual.
None = 0, Caster = 1, Receiver = 2
The color used for the outline effect.
The strength of the outline effect.
The location of the sprite's pivot point relative to its boundaries.
The pivot's x
value is a relative horizontal position, -1 being the sprite's left border and 1 being the sprite's right border.
Similarly, the y
value is a relative vertical position, -1 being the sprite's bottom border and 1 being the sprite's top border.
Readonly
propertyReadonly
sceneThe scene object this component is on.
The color used for dropshadow.
Density of shadows cast by this MeshVisual.
The horizontal and vertical offset used for dropshadow.
The font size being used.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform's boundaries.
The text displayed by the Label.
The color used for drawing text.
Readonly
uniqueIf enabled, adds a dropshadow to the text.
If enabled, adds an outline around the text.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on stretchMode
.
Clears all Materials.
Destroys the component.
Returns the number of Materials used for rendering.
Returns the width and height of the mesh the SpriteVisual
is applied to.
Returns the order of this Visual in the render queue.
Returns the SceneObject the component is attached to.
Returns the Transform this component is attached to.
Returns the name of this object's type.
Returns true if the object matches or derives from the passed in type.
Returns true if this object is the same as other
. Useful for checking if two references point to the same thing.
Range maximum of the local-space axis-aligned bounding box (AABB) of the visual.
Range minimum of the local-space axis-aligned bounding box (AABB) of the visual.
Returns the potential width and height of the Label if it were to display the input text.
Sets the order of this Visual in the render queue.
Projects screen positions from camera
's view onto the mesh's UVs.
If the MeshVisual's material uses the same texture as the camera input, the MeshVisual will look identical to the part of the screen it covers.
Range maximum of the world-space axis-aligned bounding box (AABB) of the visual.
Range minimum of the world-space axis-aligned bounding box (AABB) of the visual.
Displays text in the scene. This is now deprecated in favor of Text. See the Text guide for more information.
Deprecated
Example