Draw XXL documentation


Draw Text.WriteArrayScreenspace(...);

Draw a C# array as text table to screenspace. The table size can be adjusted relative to the screen size, but the position definition can either be a 3D world position (which will be projected onto the camera plane) or a 2D screenspace position. Seven different datatypes as array content are available: bool, int, float, string, Vector2, Vector3 and Vector4.

The camera which defines the screenspace can be appointed in several ways. One option is: Every function has an overload that is identical except that it takes a Camera as first parameter. Another more convenient option is: If no Camera is supplied then Draw XXL automatically searches for one according to the global DefaultScreenspaceWindowForDrawing setting (which can point to a Gameview camera or a Sceneview camera). Moreover there is the option to apoint a camera once to the global defaultCameraForDrawing field, which also has the effect that no camera has to be supplied as parameter to the actual draw functions.

Green parameters are required. Yellow parameters are optional, but have to be supplied in order.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfBool_screenspace_3Dpos and drawArrayOfBool_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
bool[] boolArray
Vector3 position_in3DWorldspace The world position will be projected onto the screen plane in order to get the final draw position.
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfBool_screenspace_3Dpos_cam and drawArrayOfBool_screenspace_3Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
bool[] boolArray
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfBool_screenspace_2Dpos and drawArrayOfBool_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
bool[] boolArray
Vector2 position_in2DViewportSpace Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfBool_screenspace_2Dpos_cam and drawArrayOfBool_screenspace_2Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
bool[] boolArray
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfInt_screenspace_3Dpos and drawArrayOfInt_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
int[] intArray
Vector3 position_in3DWorldspace The world position will be projected onto the screen plane in order to get the final draw position.
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfInt_screenspace_3Dpos_cam and drawArrayOfInt_screenspace_3Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
int[] intArray
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfInt_screenspace_2Dpos and drawArrayOfInt_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
int[] intArray
Vector2 position_in2DViewportSpace Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfInt_screenspace_2Dpos_cam and drawArrayOfInt_screenspace_2Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
int[] intArray
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfFloat_screenspace_3Dpos and drawArrayOfFloat_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
float[] floatArray
Vector3 position_in3DWorldspace The world position will be projected onto the screen plane in order to get the final draw position.
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfFloat_screenspace_3Dpos_cam and drawArrayOfFloat_screenspace_3Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
float[] floatArray
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfFloat_screenspace_2Dpos and drawArrayOfFloat_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
float[] floatArray
Vector2 position_in2DViewportSpace Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfFloat_screenspace_2Dpos_cam and drawArrayOfFloat_screenspace_2Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
float[] floatArray
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfString_screenspace_3Dpos and drawArrayOfString_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
string[] stringArray
Vector3 position_in3DWorldspace The world position will be projected onto the screen plane in order to get the final draw position.
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfString_screenspace_3Dpos_cam and drawArrayOfString_screenspace_3Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
string[] stringArray
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfString_screenspace_2Dpos and drawArrayOfString_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
string[] stringArray
Vector2 position_in2DViewportSpace Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfString_screenspace_2Dpos_cam and drawArrayOfString_screenspace_2Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
string[] stringArray
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector2_screenspace_3Dpos and drawArrayOfVector2_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
Vector2[] vector2Array
Vector3 position_in3DWorldspace The world position will be projected onto the screen plane in order to get the final draw position.
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector2_screenspace_3Dpos_cam and drawArrayOfVector2_screenspace_3Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Vector2[] vector2Array
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector2_screenspace_2Dpos and drawArrayOfVector2_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
Vector2[] vector2Array
Vector2 position_in2DViewportSpace Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector2_screenspace_2Dpos_cam and drawArrayOfVector2_screenspace_2Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Vector2[] vector2Array
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector3_screenspace_3Dpos and drawArrayOfVector3_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
Vector3[] vector3Array
Vector3 position_in3DWorldspace The world position will be projected onto the screen plane in order to get the final draw position.
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector3_screenspace_3Dpos_cam and drawArrayOfVector3_screenspace_3Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Vector3[] vector3Array
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector3_screenspace_2Dpos and drawArrayOfVector3_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
Vector3[] vector3Array
Vector2 position_in2DViewportSpace Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector3_screenspace_2Dpos_cam and drawArrayOfVector3_screenspace_2Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Vector3[] vector3Array
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector4_screenspace_3Dpos and drawArrayOfVector4_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
Vector4[] vector4Array
Vector3 position_in3DWorldspace The world position will be projected onto the screen plane in order to get the final draw position.
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector4_screenspace_3Dpos_cam and drawArrayOfVector4_screenspace_3Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Vector4[] vector4Array
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector4_screenspace_2Dpos and drawArrayOfVector4_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
Vector4[] vector4Array
Vector2 position_in2DViewportSpace Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
Color color
string title
float textSize_relToViewportHeight "textSize_relToViewportHeight" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox_relToViewportHeight", in which case this "textSize_relToViewportHeight" parameter is ignored.
float forceHeightOfWholeTableBox_relToViewportHeight This can overwrite the "textSize_relToViewportHeight" parameter as an easy solution to get the whole table into the screen, but it bears the danger of small unreadable text. The default value of 0 means: "Don't use this parameter". Set this to 1 if you want the table to fill the whole screen.
bool position_isTopLeft_notLowLeft Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawText.WriteArrayScreenspace(...);

Code snippet names: drawArrayOfVector4_screenspace_2Dpos_cam and drawArrayOfVector4_screenspace_2Dpos_cam_func.

Parameters:
Type Parameter Name Description
Camera screenCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Vector4[] vector4Array
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec