ScrollRect:- dragging, the scroll wheel and normalized positions;
- clamped, elastic (rubber-band overstretch, spring back) and unrestricted movement, with inertia;
- scrollbars that follow and drive it, auto-hiding (and expanding the viewport);
onValueChangedonce a frame, fromLateUpdate.
Scrollbar: handle drag, track paging and steps.RectMask2D: clip rects in canvas space with padding, culling the graphics outside (when the canvases update, after layout), and raycast filtering. AlsoClipperRegistry,ClippingandMaskUtilities.Mask: raycast filtering, andshowMaskGraphic. It clips to its rect: Tassix has no stencil masking for the graphic's shape.- Canvas drawing clips UI triangles on the CPU to the clip rects in canvas space, interpolating UVs and colors at the cut.
- A new
ui_scrollscenario recorded in Unity checks the following, and matches in both runs:- dragging (clamped and elastic overstretch), the scroll wheel, scrollbar sync both ways and handle dragging;
- normalized positions and value-change events, culling, clip rects, and mask raycasts.
- Inertia and spring back aren't compared: Unity runs them in real time. 34 scenarios pass.
- An MCP e2e test screenshots both masks clipping their content.
- Next: InputField and Dropdown (and TextMeshPro's), and texture maps for PBR materials.
Phase 5 · Slice 8 ·