Interface: CanvasGroupDefaultedOptions
Defined in: ui/components/canvas-group-component.ts:8
Fields of CanvasGroupEcsComponent with a sensible default; callers may omit these.
Properties
alpha
alpha:
number
Defined in: ui/components/canvas-group-component.ts:23
An opacity multiplier applied to this entity and every UI descendant's
rendered alpha, combined multiplicatively with any ancestor
CanvasGroupEcsComponent's own alpha (unless ignoreParentGroups is
set). Written into SpriteEcsComponent.opacityMultiplier/
TextEcsComponent.opacityMultiplier by createUiCanvasGroupEcsSystem
every frame - never set those fields directly on a descendant, they're
overwritten on the next tick. A descendant's own tintColor.a/
color.a still applies on top of this, so fading a group to 0 fades
every descendant regardless of its own tint. Defaults to 1 (fully
opaque, no effect). Only a glyph's fill is faded this way - a
TextEcsComponent's outline/shadow effects don't currently inherit
group alpha, a known limitation.
blocksRaycasts
blocksRaycasts:
boolean
Defined in: ui/components/canvas-group-component.ts:47
Whether this entity and every UI descendant is considered by
createUiRaycastEcsSystem at all, ANDed with any ancestor group's own
blocksRaycasts (unless ignoreParentGroups is set) and with each
descendant's own UiInteractableEcsComponent.blocksRaycasts. false
makes the whole subtree transparent to raycasting - useful for a
modal's backdrop group that should still render but let clicks pass
through once dismissed. Defaults to true.
ignoreParentGroups
ignoreParentGroups:
boolean
Defined in: ui/components/canvas-group-component.ts:57
When true, this group's own alpha/interactable/blocksRaycasts
still apply to it and its descendants, but no ancestor
CanvasGroupEcsComponent's values are combined in - the escape hatch
for a subtree (e.g. a modal's own close button) that should stay fully
opaque and interactive even while an ancestor group fades or disables
the rest of the screen. Defaults to false.
interactable
interactable:
boolean
Defined in: ui/components/canvas-group-component.ts:36
Whether this entity and every UI descendant participates in pointer/
gamepad interaction at all, ANDed with any ancestor group's own
interactable (unless ignoreParentGroups is set) and with each
descendant's own UiInteractableEcsComponent.interactable. false
disables hover-follows-focus and starting a new press on every
descendant, the same way setting interactable: false on each of them
individually would - the common "grey out and disable this whole
panel" case with one flag instead of one per element. Defaults to
true.