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TextStudioCustomChannelState

StructTextStudioTextStudio
public struct TextStudioCustomChannelState

Bounded allocation-free payload carried with each evaluated glyph. Descriptor IDs resolve to stable component slots for the current domain; serialized assets retain IDs.

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

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

public bool IsEmpty { get; }

Returns

System.Boolean