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UIController

Creates and updates a UI canvas, handles layout passes, and dispatches UI input events.

Create in the Editor

  1. Create a GameObject and add UIController.
  2. Add UI elements as children under this object.

How to Use

  1. Get the component with myObject.findComponent(UIController.class).
  2. Read and write the component properties to control behavior.
  3. Test input or layout in Play mode.

Java Example

SpatialObject myObject = /* your object */;
UIController comp = myObject.findComponent(UIController.class);
if (comp != null) {
// set the allowScreenTouch value:
comp.allowScreenTouch = true;
// read the allowScreenTouch value:
boolean allowScreenTouchValue = comp.allowScreenTouch;

// set the drawToScreen value:
comp.drawToScreen = true;
// read the drawToScreen value:
boolean drawToScreenValue = comp.drawToScreen;

// set the fixedResolutionPixelsHeight value:
comp.fixedResolutionPixelsHeight = 1;
// read the fixedResolutionPixelsHeight value:
int fixedResolutionPixelsHeightValue = comp.fixedResolutionPixelsHeight;

// set the fixedResolutionPixelsWidth value:
comp.fixedResolutionPixelsWidth = 1;
// read the fixedResolutionPixelsWidth value:
int fixedResolutionPixelsWidthValue = comp.fixedResolutionPixelsWidth;
// read the frameBuffer value:
FrameBuffer frameBufferValue = comp.frameBuffer;
// read the frameBufferH value:
int frameBufferHValue = comp.frameBufferH;
// read the frameBufferW value:
int frameBufferWValue = comp.frameBufferW;

// set the freeResolutionPixels value:
comp.freeResolutionPixels = 1;
// read the freeResolutionPixels value:
int freeResolutionPixelsValue = comp.freeResolutionPixels;
// read the imageRatio value:
float imageRatioValue = comp.imageRatio;

// set the pxSize value:
comp.pxSize = 1f;
// read the pxSize value:
float pxSizeValue = comp.pxSize;

// set the renderTextureFile value:
comp.renderTextureFile = "value";
// read the renderTextureFile value:
String renderTextureFileValue = comp.renderTextureFile;

// set the resolutionMode value:
comp.resolutionMode = new ResolutionMode();
// read the resolutionMode value:
ResolutionMode resolutionModeValue = comp.resolutionMode;

// set the resolutionPercentage value:
comp.resolutionPercentage = 1f;
// read the resolutionPercentage value:
float resolutionPercentageValue = comp.resolutionPercentage;
// read the touchPos value:
Vector2 touchPosValue = comp.touchPos;
// read the virtualToucheAt value:
Touch virtualToucheAtValue = comp.virtualToucheAt;

}