TextGenerator
class in UnityEngine · UnityEngine.TextRenderingModule
In Tassix
Lays text out in a rect: rich text runs, word wrapping (breaking words that don't fit a line on their own), alignment, line spacing, truncation and best fit. Produces a quad per visible glyph in pixels, relative to the rect's pivot, plus character and line info.
Layout follows the font's whole-pixel metrics: each advance is rounded, kerning shifts a glyph (after its cursor position is taken), a line steps down by the font's line height, and a line's baseline sits its rounded ascent below its top.
Constructors 1
TextGenerator()TextGenerator(int initialCapacity)Properties 9
int characterCount { get; }int characterCountVisible { get; }IList<UICharInfo> characters { get; }int fontSizeUsedForBestFit { get; }int lineCount { get; }IList<UILineInfo> lines { get; }Rect rectExtents { get; }int vertexCount { get; }IList<UIVertex> verts { get; }Methods 12
void Dispose()void GetCharacters(List<UICharInfo> characters)UICharInfo[] GetCharactersArray()void GetLines(List<UILineInfo> lines)UILineInfo[] GetLinesArray()float GetPreferredHeight(string str, TextGenerationSettings settings)float GetPreferredWidth(string str, TextGenerationSettings settings)void GetVertices(List<UIVertex> vertices)UIVertex[] GetVerticesArray()void Invalidate()bool Populate(string str, TextGenerationSettings settings)Lays the text out (again only when the text or settings changed).
bool PopulateWithErrors(string str, TextGenerationSettings settings, GameObject context)Not in Tassix yet 1
Finalize
Checked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.