Overrides the capitalization of the text rendered.
If enabled, draws the Text3D#layoutRect bounds as a wireframe for debugging text layout. Has no effect when a ScreenTransform is attached to the same SceneObject, since the ScreenTransform supersedes the layoutRect.
Makes the Text component editable. When this is enabled the Text can be clicked to open up the device keyboard and edit the contents.
Optimizes Text3D by combining glyph meshes.
If disabled, the Component will stop enacting its behavior.
If enabled, inputted text will be interpreted as rich text.
When a ScreenTransform is present on this SceneObject,
and extentsTarget is a child of this SceneObject, extentsTarget will be repositioned to match the exact
area this MeshVisual is being rendered. Very useful for Image and Text components.
Starting from the Text3D's local position control whether the meshes are extruded forwards, backwards, or both directions
How deep the text meshes should be relative to the line height. 0-1 portion of the basic height which will be used for mesh depth. Values > 1 are valid.
Font asset used.
Setting this will override any existing Font, FontFamily, or FontCollection asset assigned as the font source of the text component. If there is a FontFamily or FontCollection asset currently assigned as the font source, reading this will return null.
The font source for this text component. Can be a Font, FontFamily, or FontCollection asset.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on stretchMode.
Controls how text should be handled when it goes past the horizontal boundaries defined by ScreenTransform or Text#layoutRect, with the former taking precedence.
ReadonlyisReturns true if this Component is currently being destroyed. Becomes true as soon as
destruction begins via Component#destroy or destruction of its owning SceneObject,
before any OnDestroyEvent callbacks fire.
ReadonlyisReturns true if this Component, its SceneObject, and all of that SceneObjects parents are enabled.
If enabled, the rendered text will try to use an italic font style.
The rectangular bounds the text is laid out within. Controls text wrapping and alignment, and defines the area Text3D#horizontalOverflow, Text3D#verticalOverflow, and Text3D#sizeToFit are evaluated against.
Each bound is defined as an offset in world units from the SceneObject's position.
If a ScreenTransform is attached to the same SceneObject, it always supersedes this property — text is laid out within the ScreenTransform's rect instead, and changes to layoutRect have no effect.
Modifies the spacing between letters. A value of 0 uses the font’s normal letter spacing. Negative values will remove space between letters, and positive values will add more space between letters.
Modifies the vertical spacing between lines, as a multiple of lines. 1 will be single spacing, 2 will be double spaced, and 0.5 would be half the normal line height.
Returns the first Material.
Returns the mainPass of the mainMaterial.
Overrides the mainPass on the material, without affecting other visuals referencing the same material.
Get the array of materials used by the MaterialMeshVisual.
None = 0, Caster = 1, Receiver = 2
ReadonlyonThis event will notify you when the user finishes editing the text.
ReadonlyonThis event will notify you when the user starts typing.
ReadonlyonThis event will notify you on every edit to the text while the user is typing.
ReadonlypropertyOverrides the property on the material, without affecting other visuals referencing the same material.
The order in which the visual should be rendered.
ReadonlysceneThe SceneObject this component is on.
Affects the color of shadows being cast by this MeshVisual. The color of the cast shadow is a mix between shadowColor and the material's base texture color. The alpha value of shadowColor controls the mixing of these two colors, with 0 = shadowColor and 1 = shadowColor * textureColor.
Density of shadows cast by this MeshVisual.
Use this property to control whether to show the input preview the keyboard. Note this preview also enables cursor movement.
Font size used. Minimum of 2.0 and maximum of 800.0.
size sets the em square height of the rendered text.
In world space, the em square height in centimeters is size / 43.886,
so the default size of 48 produces an em square ~1.09 cm tall.
Under a Canvas in Pixels or Points mode, Text scales as though
the camera's orthographic size were the default 20 cm regardless of the
actual camera size. The em square is renderTargetHeightPoints * size / 877.71
points tall — about 39 points for the default size of 48 on a
render target 720 points tall. The pixel form is the same expression
with the render target height in pixels.
If enabled, the rendered text will always scale to fit the boundaries defined by ScreenTransform or Text#layoutRect, with the former taking precedence.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform's boundaries.
Text string to be drawn.
Use this property to override the touch handling for when to open the device keyboard when the Text is editable.
ReadonlyuniqueWhen a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on stretchMode.
Controls how text should be handled when it goes past the vertical boundaries defined by ScreenTransform or Text#layoutRect, with the former taking precedence.
Controls the font weight. Usually a multiple of 100 between 100 and 900 inclusively. Will use closest font weight available on the system.
Destroys the component.
Returns a list of cursor positions for each character in the current text. Not supported when rich text is enabled.
Returns a list of rectangles highlighting the characters in the range from start to end.
Each rectangle covers one contiguous visual run of text within the range, so a single line
with mixed text directions may produce multiple rectangles. The range is inclusive of start
and exclusive of end.
Optionalstart: numberOptionalend: numberReturns the order of this Visual in the render queue.
Returns the SceneObject the component is attached to.
Returns the Transform this component is attached to.
Returns the name of this object's type.
Returns true if the object matches or derives from the passed in type.
Returns true if this object is the same as other. Useful for checking if two references point to the same thing.
Range maximum of the local-space axis-aligned bounding box (AABB) of the visual.
Range minimum of the local-space axis-aligned bounding box (AABB) of the visual.
Sets the order of this Visual in the render queue.
Projects screen positions from camera's view onto the mesh's UVs.
If the MeshVisual's material uses the same texture as the camera input, the MeshVisual will look identical to the part of the screen it covers.
Splits the Text3D into individual RenderMeshVisuals. This destroys the Text3D component and you can no longer edit its properties like text.
Range maximum of the world-space axis-aligned bounding box (AABB) of the visual.
Range minimum of the world-space axis-aligned bounding box (AABB) of the visual.
Renders 3D text with specific style, layout and material.
See
3D Text guide.
Since
Lens Scripting Version 159