Overrides the capitalization of the text rendered.
Makes the Text component editable. When this is enabled the Text can be clicked to open up the device keyboard and edit the contents.
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.
Starting from the Text3D's local position control whether the meshes are extruded forwards, backwards, or both directions
How deep the text meshes should be relative to the line height. 0-1 portion of the basic height which will be used for mesh depth. Values > 1 are valid.
Font asset used.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on stretchMode
.
Controls how text should be handled when it goes past the horizontal boundaries defined by the world space rect or ScreenTransform.
Modifies the spacing between letters. Set to 0 by default, which uses the fonts normal letter spacing. Negative values will remove space between letters, and positive values will add more space between letters.
Modifies the vertical spacing between lines, as a multiple of lines. 1 will be single spacing, 2 will be double spaced, and 0.5 would be half the normal line height.
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
Readonly
onThis event will notify you when the user finishes editing the text.
Readonly
onThis event will notify you when the user starts typing.
Readonly
onThis event will notify you on every edit to the text while the user is typing.
Readonly
sceneThe scene object this component is on.
Affects the color of shadows being cast by this MeshVisual. The color of the cast shadow is a mix between shadowColor and the material's base texture color. The alpha value of shadowColor controls the mixing of these two colors, with 0 = shadowColor and 1 = shadowColor * textureColor.
Density of shadows cast by this MeshVisual.
Use this property to control whether to show the input preview the keyboard. Note this preview also enables cursor movement.
Font size used.
If enabled, the rendered text will always scale to fit the boundaries defined by the world space rect or ScreenTransform.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform's boundaries.
Text string to be drawn.
Use this property to override the touch handling for when to open the device keyboard when the Text is editable.
Readonly
uniqueWhen a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on stretchMode
.
Controls how text should be handled when it goes past the vertical boundaries defined by the world space rect or ScreenTransform.
Controls the boundaries the text is aligned and wraps within when not using ScreenTransform. Referred to as the Layout Rect in the Inspector panel.
Clears all Materials.
Destroys the component.
Returns the number of Materials used for rendering.
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.
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.
Splits the Text3D into individual RenderMeshVisuals. This destroys the Text3D component and you can no longer edit its properties like text.
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.
Renders 3D text with specific style, layout and material.
See
3D Text guide.