TextStudioWorldBatchGroup
public sealed class TextStudioWorldBatchGroup : MonoBehaviourOpt-in world batching for one atomic text assembly. Every enabled descendant world-space Text Studio text draws its
complete Appearance in painter order through shared mesh shards, ordered by source sorting layer, sorting order and
hierarchy order, so contiguous primitives that share a material across texts become one draw. The required
UnityEngine.Rendering.SortingGroup sorts the assembly as one unit against the rest of the scene. Foreign renderers, nested
sorting groups and members that cannot share the group’s space keep every member on its own output, and
TextStudio.TextStudioWorldBatchGroup.IneligibleReason reports why. Default world text without this component stays independently sortable.
Constructors
Section titled “Constructors”
TextStudioWorldBatchGroup()
Section titled “TextStudioWorldBatchGroup()”public TextStudioWorldBatchGroup()Properties
Section titled “Properties”
IsMerging
Section titled “IsMerging”public bool IsMerging { get; }True while the group draws its members through shared shards.
Returns
System.Boolean
IneligibleReason
Section titled “IneligibleReason”public string IneligibleReason { get; }Why the members keep their own outputs; empty while merging.
Returns
System.String
MemberCount
Section titled “MemberCount”public int MemberCount { get; }Enabled world texts collected by this group.
Returns
System.Int32
ShardCount
Section titled “ShardCount”public int ShardCount { get; }Shard renderers drawing the members. Render state, a new material run or shard capacity starts another.
Returns
System.Int32
DrawCount
Section titled “DrawCount”public int DrawCount { get; }Draw runs across all shards; contiguous primitives that share a material and render state form one.
Returns
System.Int32
RebuildCount
Section titled “RebuildCount”public int RebuildCount { get; }Shard rebuilds since this group was enabled; unchanged members never rebuild.
Returns
System.Int32