Canvas Component Reference
The node where the Canvas component is located is the root of the UI rendering. There can be multiple Canvas in the scene. All UI elements must be placed under a Canvas node so that it can be rendered. UI Elements are rendered by the Canvas node that they are located under. Each Canvas can be presented in a certain order controlled by the
In addition to the root node of the UI, Canvas also has a screen adaptation function. Please refer to the Multi-Resolution Adaption documentation to read about this. Canvas also supports multi-resolution adaptation. The design resolution and adaptation scheme are uniformly set in the Project Setting. A Camera is provided inside the Canvas, and the default z-axis direction is -1000 ~ 998, so the z-axis on the UI must be within this range to display properly (without taking the threshold value).
In the previous design, Canvas was last rendered, meaning it could mask the rendering of all 3D content, but this was far from sufficient for project development needs, such as a 2D map with a 3D character. The RenderMode property allows developers to sort the rendering order of the 3D Camera and UI Camera. If you want to have canvas and 3D camera content mixed up, only the lowest camera or canvas can have the SOLID_COLOR ClearFlag, otherwise a camera with SOLID_COLOR flag will erase all content rendered before it.
|ClearFlag||Clean up the flag of the screen buffer.
DONT_CLEAR: No cleanup.
DEPTH_ONLY: Clear the depth buffer.
SOLID_COLOR: Clear the color depth buffer.
|Color||The color used to clear the whole render buffer.|
|Priority||Camera sort priority.
Only when the Canvas RenderMode is INTERSPERSE, the canvas can be rendered before any camera with lower priority.
When RenderMode is OVERLAY, the priority only affect the order among all canvas.
|RenderMode||Render mode of the Canvas.
When set to INTERSPERSE, the priority take effect among all canvas and cameras in the Scene. When set to OVERLAY, the canvas will always be rendered after all cameras in the scene.
Note: when INTERSPERSE mode is enabled and its priority is lower than other camera, the camera's ClearFlags should be set to DONT_ClEAR, otherwise the content of the beneath canvas will be erased.
|TargetTexture||Rendering texture of the target.|
If you encounter errors in UI rendering, such as flickering, unwanted artifacts or other graphical oddness please refer to the Engine priority documentation.