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LedCompositionLayer

StructLEDStudioLEDStudio
public struct LedCompositionLayer

Describes one composition layer’s source or live-input binding, normalized placement, fit mode, opacity, priority, and visibility.

[Tooltip("Display name for this layer")]
public string Name

Returns

System.String

[Tooltip("Board-local runtime source address. Directly binds to a scene LedDataSourceBase with the same Source ID, or exposes an asset-backed layer to SetSourceText, SetSourceTexture, and MarkSourceDirty.")]
public string SourceId

Returns

System.String

[Tooltip("Reusable live input slot resolved by each board's input bindings. Prefer over Source ID for reusable compositions that bind to different scene sources on different boards.")]
public string InputName

Returns

System.String

[Tooltip("Source asset driving this layer when Input Name is empty")]
public LedSourceAsset Source

Returns

LEDStudio.LedSourceAsset

[Tooltip("Zone rectangle in normalized board space (0..1)")]
public Rect Zone

Returns

UnityEngine.Rect

[Tooltip("How the source is fitted into the layer zone.")]
public LedFitMode FitMode

Returns

LEDStudio.LedFitMode

[Tooltip("Reduction mode used when Use Reduction Override is enabled.")]
public LedReductionMode ReductionOverride

Returns

LEDStudio.LedReductionMode

[Tooltip("Z-order priority (higher draws on top)")]
public int Priority

Returns

System.Int32

[Tooltip("Layer opacity")]
[Range(0, 1)]
public float Opacity

Returns

System.Single

[Tooltip("Enable reduction override instead of auto-select")]
public bool UseReductionOverride

Returns

System.Boolean

public bool UsesLiveInput { get; }

Returns

System.Boolean