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GridPlacement

ClassTextStudioTextStudio
public class GridPlacement : IPlacementContextStrategy, IPlacementStrategy

Grid placement: arranges glyphs in a grid pattern.

[Min(1)]
public int columns

Returns

System.Int32

[Tooltip("Auto derives cell dimensions from rendered glyph bounds. Fixed uses Cell Size.")]
public GridCellSizing cellSizing

Returns

TextStudio.GridCellSizing

[Tooltip("Authored cell dimensions used when Cell Sizing is Fixed.")]
public Vector2 cellSize

Returns

UnityEngine.Vector2

[Tooltip("Additional horizontal and vertical space between cells.")]
public Vector2 gap

Returns

UnityEngine.Vector2

[Tooltip("Whether rows or columns fill first.")]
public GridFlow flow

Returns

TextStudio.GridFlow

[Tooltip("Reverses the fill direction.")]
public bool reverse

Returns

System.Boolean

[Tooltip("Starts each rendered source line on a new grid row. Applies to Rows First flow.")]
public bool respectSourceLines

Returns

System.Boolean

ComputePlacements(Vector3[], GlyphPlacement[], int)

Section titled “ComputePlacements(Vector3[], GlyphPlacement[], int)”
public void ComputePlacements(Vector3[] layoutPositions, GlyphPlacement[] placements, int glyphCount)

Compute placements for all visible glyphs.

Parameters

Name Type Description
layoutPositions UnityEngine.Vector3[] Input: baseline positions from the layout engine.
placements TextStudio.GlyphPlacement[] Output: final 3D placements.
glyphCount System.Int32 Number of glyphs.

ComputePlacements(in PlacementContext, GlyphPlacement[])

Section titled “ComputePlacements(in PlacementContext, GlyphPlacement[])”
public void ComputePlacements(in PlacementContext context, GlyphPlacement[] placements)

Writes placements for every visible glyph using its current layout and line metadata.

Parameters

Name Type
context TextStudio.PlacementContext
placements TextStudio.GlyphPlacement[]

public GridPlacement()

public PlacementMode Mode { get; }

Returns

TextStudio.PlacementMode