The following tables describe the Panel Settings asset properties:
属性 | 描述 | |
---|---|---|
Theme Style Sheet | Apply a default TSS file to every UIDocument that the panel renders. | |
Text Settings | Set the Panel Text Settings asset for this panel. If this asset isn’t set, UI Toolkit automatically creates one with the default settings. | |
Target Texture | Render the panel with a Render Texture. For a 3D game, display UI on 3D geometry in the scene. |
|
Sort Order | Set the order that the UI System draws panels in if the Scene uses more than one panel. Panels with higher Sort Order values are drawn on top of panels with lower values. | |
Scale Mode | Set how the panel’s UI scales when the screen size changes. | |
Scale Mode Parameters | Display different properties depending on the Scale Mode setting. | |
Dynamic Atlas Settings | Specify the settings that the dynamic atlas system uses. | |
Min Atlas Size | Set the minimum size (width/height) of the atlas texture, in pixels. | |
Max Atlas Size | Set the maximum size (width/height) of the atlas texture, in pixels. | |
Max Sub Texture Size | Set the maximum size (width/height) of a texture that can be added to the atlas. | |
Active Filters | Set the filters that the dynamic atlas system uses to exclude textures from the texture atlas. |
The following table describes the parameters for each scale mode:
Scale Mode | Scale Mode Parameters | 描述 |
---|---|---|
Constant Pixel Size | Set elements to stay the same size, in pixels, regardless of screen size. | |
Scale | Multiply element sizes by this value. Must be greater than 0. | |
Constant Physical Size | Set elements stay the same physical size regardless of screen size and resolution. | |
Reference DPI | Set the Reference DPI value to the screen density that your UI was designed for. When the system renders your UI, it tries to find the actual DPI value of the screen, and compares it to the Reference DPI. If they’re different, the system scales the UI accordingly. | |
Fallback DPI | Use this value if the UI system can’t determine the screen DPI. | |
Scale with Screen Size | Set elements to grow or shrink depending on the screen size. | |
Screen Match Mode | Set how to scale elements when the screen resolution is different from the Reference Resolution:
|
|
Reference Resolution | Set the resolution that this panel’s UI is designed for. If the screen resolution is larger than the reference resolution, the UI scales up. If it’s smaller, the UI scales down. How the UI scales depends on the Screen Match Mode. | |
Screen Match Mode Parameters | When Screen Match Mode is set to Match Width or Height, the Match value controls whether the UI system scales the UI to match the screen width, the screen height, or a mix of the two. For example, if the value is 0 , it matches the width; if the value is 1 , it matches the height; if the value is 0.4 , it linearly interpolates between width and height by 40% . |
You can apply more than one filter at a time. The following table describes each active filter.
Filter | 描述 |
---|---|
Nothing | Disable all the filters. |
Everything | Apply all the filters. |
Readability | Exclude textures that Texture2D.isReadable is set to true . Unity can’t automatically update the dynamic atlas when you add a texture through APIs like Texture2D.SetPixels . You can use RuntimePanelUtils.SetTextureDirty to force the atlas to update its content for a given texture. |
Size | Exclude textures that are larger than the Max Sub Texture Size setting. Large textures can saturate the atlas quickly. If you don’t want to add large textures to the atlas, select this filter and adjust Max Sub Texture Size to fit your needs. By default, textures larger than 64x64 aren’t allowed into the atlas. |
格式 | Store sRGB-encoded data with 8-bits per channel precision, and excludes sub-textures that would lose precision or be truncated when added to the atlas, such as an R16G16B16A16_FLOAT texture. |
Color Space | Exclude R8G8B8A8_UNORM content when the project is in a linear color space. In a linear color space, the format of the RenderTexture of the dynamic atlas is R8G8B8A8_SRGB. The data stored in the RenderTexture is sRGB-encoded. When read from, it’s linearized, and when written to, it’s encoded to sRGB. Because of the limited precision of the format, R8G8B8A8_UNORM content stored in the atlas could cause banding to occur. |
Filter Mode | Exclude textures for which the sub-texture filter mode, such as Point or Bilinear, doesn’t match the atlas filter mode. This prevents the mismatch between the sub-texture filter mode and the atlas filter mode. The mismatch could cause unexpected blurriness or blockiness. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.