Delegate function to generate the visual content of a visual element.
Use this delegate to generate custom geometry in the content region of the VisualElement.
This delegate is called during the initial creation of the VisualElement and whenever a repaint is needed.
This delegate isn't called on every frame refresh. To force a repaint, call VisualElement.MarkDirtyRepaint.
Note: When you execute code in a handler to this delegate, don't update any property of the VisualElement, as this can
alter the generated content and cause unwanted side effects, such as lagging or missed updates. To avoid this, treat the VisualElement
as read-only within the delegate.
Additional resources: MeshGenerationContext
//This example creates a custom element that dynamically renders a textured //based on the element’s size. using UnityEngine; using UnityEngine.UIElements; public class TexturedElement : VisualElement { static readonly Vertex[] k_Vertices = new Vertex[4]; static readonly ushort[] k_Indices = { 0, 1, 2, 2, 3, 0 }; static TexturedElement() { k_Vertices[0].tint = Color.white; k_Vertices[1].tint = Color.white; k_Vertices[2].tint = Color.white; k_Vertices[3].tint = Color.white; k_Vertices[0].uv = new Vector2(0, 0); k_Vertices[1].uv = new Vector2(0, 1); k_Vertices[2].uv = new Vector2(1, 1); k_Vertices[3].uv = new Vector2(1, 0); } Texture2D m_Texture;
public TexturedElement() { //This element grows to fill the available space. style.flexGrow = 1.0f; //Subscribes the OnGenerateVisualContent method to the generateVisualContent delegate. generateVisualContent += OnGenerateVisualContent;
// Creates a simple 2x2 checkerboard texture. m_Texture = new Texture2D(2, 2); m_Texture.SetPixels(new Color[] { Color.white, Color.black, Color.black, Color.white }); //You can also load a texture from a file. //m_Texture = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/tex.png");
m_Texture.Apply(); }
//This method is called when the element needs to render its content. void OnGenerateVisualContent(MeshGenerationContext mgc) { Rect r = contentRect; if (r.width < 0.01f || r.height < 0.01f) return; // Skip rendering when too small. float left = 0; float right = r.width; float top = 0; float bottom = r.height;
k_Vertices[0].position = new Vector3(left, bottom, Vertex.nearZ); k_Vertices[1].position = new Vector3(left, top, Vertex.nearZ); k_Vertices[2].position = new Vector3(right, top, Vertex.nearZ); k_Vertices[3].position = new Vector3(right, bottom, Vertex.nearZ); MeshWriteData mwd = mgc.Allocate(k_Vertices.Length, k_Indices.Length, m_Texture); mwd.SetAllVertices(k_Vertices); mwd.SetAllIndices(k_Indices); } }