Interface: WorldSpaceUiCanvasOptions
Defined in: ui/utilities/create-ui-canvas.ts:71
createUiCanvas options for renderMode: 'worldSpace' - a canvas whose
root rect is an ordinary, anchored RectTransformEcsComponent positioned
via the entity hierarchy, drawn through the caller's own camera.
Extends
Properties
anchor?
optionalanchor?:UiAnchorConfig
Defined in: ui/utilities/create-ui-canvas.ts:96
The anchor this canvas's own root rect resolves with. Defaults to
UiAnchor.center() (a literal 100x100 reference-pixel box) - size it
to fit the content you'll add as its children (a health bar background,
say), and attach addUiWorldSpaceFollowComponent(world, canvas, { target: enemy }) so it tracks the entity it should follow. That's a
different relationship from addParentComponent: a diegetic UI canvas
almost always wants to follow its target's world position only, never
its rotation (so it stays upright above the target regardless of which
way it's facing, instead of swinging around with it) - see
UiWorldSpaceFollowEcsComponent's own doc comment for why that isn't
expressed as a ParentEcsComponent option. Register
createUiWorldSpaceFollowEcsSystem() once, after
createTransformEcsSystem(), for any world using this.
anchoredPosition?
optionalanchoredPosition?:Vector2
Defined in: ui/utilities/create-ui-canvas.ts:99
Offset of this canvas's own root rect from its anchor. See anchor above.
camera
camera:
number
Defined in: ui/utilities/create-ui-canvas.ts:79
The camera this canvas draws through - typically the game's own world camera, so this canvas pans, zooms, and moves with everything else it draws through.
cancelInput?
optionalcancelInput?:TriggerAction
Defined in: ui/components/canvas-component.ts:56
The action that clears this canvas's currently focused element, read by
createUiNavigationEcsSystem. Register your own listener on
cancelInput.triggerEvent (e.g. to close a menu) - the canvas itself
only clears focus.
Inherited from
CanvasInputOptions.cancelInput
navigateInput?
optionalnavigateInput?:Axis2dAction
Defined in: ui/components/canvas-component.ts:64
The action that moves this canvas's focus between interactable
elements, read by createUiNavigationEcsSystem. A step is taken on the
tick the dominant axis first crosses navigationThreshold, not every
tick the stick is held over.
Inherited from
CanvasInputOptions.navigateInput
renderMode
renderMode:
"worldSpace"
Defined in: ui/utilities/create-ui-canvas.ts:72
submitInput?
optionalsubmitInput?:TriggerAction
Defined in: ui/components/canvas-component.ts:48
The action that raises onInvoke on the currently focused interactable
- the gamepad/keyboard counterpart to a pointer click, read by
createUiNavigationEcsSystem. Omit to leave this canvas's focused element only invocable by pointer.