The horizontal anchor point of the UI. Determines where position is in relation to the UI: for 0 it is at the left side, 0.5 is at the center, 1.0 is the right side. Default: 0.5
The vertical anchor point of the UI. Determines where position is in relation to the UI: for 0 it is at the top, 0.5 is at the center, 1.0 is the bottom. Default: 0.5
Determine whether to the UI casts a shadow. Default: true
Height in pixels to use for rendering the UI. Only used when useWidgetSize is false. Default: 90
Determine which players see the UI. By default, it will be shown for all players.
The position of the UI element. Relative to the object center when attached to an object.
Determines how the UI is presented to the player, as defined by UIPresentationStyle.
The rotation for this component. Relative to the object rotation when attached to an object. On the default zero rotation, the UI is facing upwards.
The scale of this component. At scale 1, one pixel of width or height corresponds to one millimeter. Relative to the object scale when attached to an object. Default: 1
If true, show the UI from both the front and the back. It will be mirrored when seen from the back! If false, the UI is invisible from the back. Default: false
If true, use the alpha channel of widget colors to allow for partly transparent UIs. If false, use alpha as a mask instead: low alpha values are invisible, high alpha values are completely opaque. Default: false
If true, use the natural size of the UI instead of the specified width and height. Default: true
The main widget of this component
Width in pixels to use for rendering the UI. Only used when useWidgetSize is false. Default: 160
Determines visibility of the UI for regular and zoomed object state, as defined by UIZoomVisibility. If presentationStyle is equal to UIPresentationStyle.Screen, it will fall back to UIPresentationStyle.ViewAligned while zoomed.
Represents a UI element in the game world. Can be attached to an object using GameObject.addUI or directly added to the world with GameWorld.addUI. If you want to modify values of the UI element, after adding it, for example to modify its location, you need to call GameObject.updateUI (or GameWorld.updateUI) afterwards to apply the update.
You can't modify the widget property as an update, but you can change properties of the widget without needing to call updateUI.
If you have multiple widgets on the same plane, it is usually easier and faster to use one UI element with a Canvas widget instead of one UI element for each widget.