TextStudioFrame
public readonly struct TextStudioFrameRead-only frame view passed to every TextStudio.ITextStudioRenderer each pipeline tick. The view owns no buffers and does not allocate. Its data is engine-owned and may be overwritten or replaced by later ticks, so consumers that need stable historical data must copy only the values they retain.
Methods
Section titled “Methods”
GetSourceColors(int)
Section titled “GetSourceColors(int)”public TextStudioGlyphColorQuad GetSourceColors(int glyphIndex)Gets backend source corner colors for a glyph, falling back to opaque white.
Parameters
| Name | Type |
|---|---|
glyphIndex |
System.Int32 |
Returns
TextStudio.TextStudioGlyphColorQuad
GetEffectUnitScale(int, float)
Section titled “GetEffectUnitScale(int, float)”public float GetEffectUnitScale(int glyphIndex, float fallback = 1)Gets the positive backend conversion scale for normalized effect units.
Parameters
| Name | Type |
|---|---|
glyphIndex |
System.Int32 |
fallback |
System.Single |
Returns
System.Single
GetSourceColorBounds(int)
Section titled “GetSourceColorBounds(int)”public TextStudioGlyphColorBounds GetSourceColorBounds(int glyphIndex)Gets source-color sampling bounds, or an invalid default when unavailable.
Parameters
| Name | Type |
|---|---|
glyphIndex |
System.Int32 |
Returns
TextStudio.TextStudioGlyphColorBounds
Properties
Section titled “Properties”
public TextStudioPlanView Plan { get; }The compiled plan (tokens, resolved text, segmentation, effect bindings).
Returns
TextStudio.TextStudioPlanView
Placements
Section titled “Placements”public TextStudioReadOnlyBuffer<GlyphPlacement> Placements { get; }Per-glyph placement results AFTER the placement strategy has run (Linear, Arc, Wave, …).
Returns
TextStudio.TextStudioReadOnlyBuffer{TextStudio.GlyphPlacement}
PlacementCount
Section titled “PlacementCount”public int PlacementCount { get; }Number of valid entries in TextStudio.TextStudioFrame.Placements.
Returns
System.Int32
BasePositions
Section titled “BasePositions”public TextStudioReadOnlyBuffer<Vector3> BasePositions { get; }Per-glyph linear base positions produced by the active text backend.
Returns
TextStudio.TextStudioReadOnlyBuffer{UnityEngine.Vector3}
SourceColors
Section titled “SourceColors”public TextStudioReadOnlyBuffer<TextStudioGlyphColorQuad> SourceColors { get; }Per-glyph source vertex colors supplied by the active text backend.
Returns
TextStudio.TextStudioReadOnlyBuffer{TextStudio.TextStudioGlyphColorQuad}
SourceColorBounds
Section titled “SourceColorBounds”public TextStudioReadOnlyBuffer<TextStudioGlyphColorBounds> SourceColorBounds { get; }Per-glyph local bounds used to sample source corner colors.
Returns
TextStudio.TextStudioReadOnlyBuffer{TextStudio.TextStudioGlyphColorBounds}
EffectUnitScales
Section titled “EffectUnitScales”public TextStudioReadOnlyBuffer<float> EffectUnitScales { get; }Per-glyph conversion from normalized Text Studio effect units to backend-local units.
Returns
TextStudio.TextStudioReadOnlyBuffer{System.Single}
PlacementMode
Section titled “PlacementMode”public PlacementMode PlacementMode { get; }Current placement mode. Renderers that pre-bake positions may use this to shortcut Linear.
Returns
TextStudio.PlacementMode
Animated
Section titled “Animated”public TextStudioReadOnlyBuffer<EvaluatedGlyphState> Animated { get; }Per-glyph animated state (position offset, rotation, scale, color override, alpha, phase).
Returns
TextStudio.TextStudioReadOnlyBuffer{TextStudio.EvaluatedGlyphState}
AnimatedCount
Section titled “AnimatedCount”public int AnimatedCount { get; }Number of valid entries in TextStudio.TextStudioFrame.Animated.
Returns
System.Int32
AnimatedStateIsUniform
Section titled “AnimatedStateIsUniform”public bool AnimatedStateIsUniform { get; }Whether all valid animated entries carry the same rendered state.
Returns
System.Boolean
public TextStudioDirtyGlyphView Dirty { get; }Per-glyph dirty bits indicating which glyphs changed since the last frame (for incremental writes).
Returns
TextStudio.TextStudioDirtyGlyphView
GlyphStates
Section titled “GlyphStates”public TextStudioReadOnlyBuffer<TextStudioGlyphInstanceState> GlyphStates { get; }Per-glyph composed layout, placement, and animation state.
Returns
TextStudio.TextStudioReadOnlyBuffer{TextStudio.TextStudioGlyphInstanceState}
GlyphStateCount
Section titled “GlyphStateCount”public int GlyphStateCount { get; }Number of valid entries in TextStudio.TextStudioFrame.GlyphStates.
Returns
System.Int32
PresentationGlyphs
Section titled “PresentationGlyphs”public TextStudioReadOnlyBuffer<PresentationGlyph> PresentationGlyphs { get; }Per-glyph presentation state after generic and add-on glyph substitution.
Returns
TextStudio.TextStudioReadOnlyBuffer{TextStudio.PresentationGlyph}
PresentationGlyphCount
Section titled “PresentationGlyphCount”public int PresentationGlyphCount { get; }Number of valid entries in TextStudio.TextStudioFrame.PresentationGlyphs.
Returns
System.Int32
RevealProgress
Section titled “RevealProgress”public float RevealProgress { get; }Normalized reveal progress (0..1).
Returns
System.Single
GlobalDirty
Section titled “GlobalDirty”public DirtyFlags GlobalDirty { get; }Dirty flags that changed between the last frame and this frame at the global (plan/layout/topology) level.
Returns
TextStudio.DirtyFlags
DeltaTime
Section titled “DeltaTime”public float DeltaTime { get; }Seconds since the previous hub tick.
Returns
System.Single
public float Time { get; }Hub-local monotonically increasing time in seconds.
Returns
System.Single