Provides methods for generating a visual element's visual content during the VisualElement.generateVisualContent callback.
Visual content is generated by using the Painter2D object, or manually by allocating a mesh using the MeshGenerationContext.Allocate
method and then filling the vertices and indices.
To use the painter object, access the MeshGenerationContext.painter2D property, and then use it to
issue drawing commands. You can find an example in the Painter2D documentation.
If you manually provide content with MeshGenerationContext.Allocate and also provide a texture during the allocation, you can use the Vertex.uv
vertex values to map it to the resulting mesh. UI Toolkit might store the texture in an internal atlas.
//This example creates a custom element that dynamically renders a textured rectangle //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;
//Create a simple 2x2 checkerboard texture. m_Texture = new Texture2D(2, 2); m_Texture.SetPixels(new Color[] { Color.white, Color.black, Color.black, Color.white }); m_Texture.Apply();
//You can also load a texture from a file. //m_Texture = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/tex.png"); }
//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); } }
painter2D | The vector painter object used to issue drawing commands. |
visualElement | The element for which VisualElement.generateVisualContent was invoked. |
AddMeshGenerationJob | Instructs the renderer to wait for the completion of the provided JobHandle before beginning processing the meshes. |
Allocate | Allocates and draws the specified number of vertices and indices required to express geometry for drawing the content of a VisualElement. |
AllocateTempMesh | Allocates the specified number of vertices and indices from a temporary allocator. |
DrawMesh | Records a draw command with the provided triangle-list indexed mesh. |
DrawText | Draw a string of text. |
DrawVectorImage | Draws a VectorImage asset. |
GetTempMeshAllocator | Returns an allocator that can be used to safely allocate temporary meshes from the job system. The meshes have the same scope as those allocated by AllocateTempMesh. |
InsertMeshGenerationNode | Inserts a node into the rendering tree that can be populated from the job system. |