Variable: uiCanvasRenderModes
constuiCanvasRenderModes:object
Defined in: ui/types/ui-canvas-render-mode.ts:5
Controls how a CanvasEcsComponent is positioned and drawn. See
createUiCanvas's renderMode option.
Type Declaration
screenSpace
readonlyscreenSpace:"screenSpace"='screenSpace'
The default. The canvas's root rect is resolved fresh every frame from
the render destination's live size and referenceResolution/
scaleMode (see createUiLayoutEcsSystem), and drawn through a
dedicated, static UI camera createUiCanvas creates for it - screen
overlay UI: HUDs, menus, dialogs.
worldSpace
readonlyworldSpace:"worldSpace"='worldSpace'
The canvas's root rect is an ordinary RectTransformEcsComponent,
sized/anchored like any other UI element and positioned via the normal
entity hierarchy (addParentComponent(world, canvas, { parent: enemy })
puts a canvas above an entity's head) rather than the render
destination's size. Drawn through whichever camera createUiCanvas's
camera option names - typically the game's own world camera, so the
canvas pans, zooms, and (if parented to a rotating/moving entity) moves
with the world exactly like any other sprite - diegetic UI: health
bars, name tags, floating damage numbers with a persistent rect rather
than one-off text.
referenceResolution/scaleMode have no effect in this mode -
there's no "destination size" for a canvas embedded in the world to
scale against.