TextStudioCustomChannelState
public struct TextStudioCustomChannelStateBounded allocation-free payload carried with each evaluated glyph. Descriptor IDs resolve to stable component slots for the current domain; serialized assets retain IDs.
Methods
Section titled “Methods”
TryGet(string, out Vector4)
Section titled “TryGet(string, out Vector4)”public bool TryGet(string descriptorId, out Vector4 value)Tries to read a registered channel payload without surface targeting metadata.
Parameters
| Name | Type |
|---|---|
descriptorId |
System.String |
value |
UnityEngine.Vector4 |
Returns
System.Boolean
TryGet(string, out Vector4, out TextStudioSurfaceMask)
Section titled “TryGet(string, out Vector4, out TextStudioSurfaceMask)”public bool TryGet(string descriptorId, out Vector4 value, out TextStudioSurfaceMask surfaceMask)Tries to read a registered channel payload and its targeted renderer surfaces.
Parameters
| Name | Type |
|---|---|
descriptorId |
System.String |
value |
UnityEngine.Vector4 |
surfaceMask |
TextStudio.TextStudioSurfaceMask |
Returns
System.Boolean
HasValue(string)
Section titled “HasValue(string)”public bool HasValue(string descriptorId)Reports whether this glyph carries an explicit payload for a registered channel.
Parameters
| Name | Type |
|---|---|
descriptorId |
System.String |
Returns
System.Boolean
Properties
Section titled “Properties”
IsEmpty
Section titled “IsEmpty”public bool IsEmpty { get; }Returns
System.Boolean