Draw XXL documentation


Draw Text.WriteListScreenspace(...);

Draw a C# list 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 list 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.WriteListScreenspace(...);

Code snippet names: drawListOfBool_screenspace_3Dpos and drawListOfBool_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
List boolList
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.WriteListScreenspace(...);

Code snippet names: drawListOfBool_screenspace_3Dpos_cam and drawListOfBool_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.
List boolList
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfBool_screenspace_2Dpos and drawListOfBool_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
List boolList
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.WriteListScreenspace(...);

Code snippet names: drawListOfBool_screenspace_2Dpos_cam and drawListOfBool_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.
List boolList
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfInt_screenspace_3Dpos and drawListOfInt_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
List intList
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.WriteListScreenspace(...);

Code snippet names: drawListOfInt_screenspace_3Dpos_cam and drawListOfInt_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.
List intList
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfInt_screenspace_2Dpos and drawListOfInt_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
List intList
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.WriteListScreenspace(...);

Code snippet names: drawListOfInt_screenspace_2Dpos_cam and drawListOfInt_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.
List intList
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfFloat_screenspace_3Dpos and drawListOfFloat_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
List floatList
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.WriteListScreenspace(...);

Code snippet names: drawListOfFloat_screenspace_3Dpos_cam and drawListOfFloat_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.
List floatList
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfFloat_screenspace_2Dpos and drawListOfFloat_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
List floatList
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.WriteListScreenspace(...);

Code snippet names: drawListOfFloat_screenspace_2Dpos_cam and drawListOfFloat_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.
List floatList
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfString_screenspace_3Dpos and drawListOfString_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
List stringList
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.WriteListScreenspace(...);

Code snippet names: drawListOfString_screenspace_3Dpos_cam and drawListOfString_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.
List stringList
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfString_screenspace_2Dpos and drawListOfString_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
List stringList
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.WriteListScreenspace(...);

Code snippet names: drawListOfString_screenspace_2Dpos_cam and drawListOfString_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.
List stringList
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfVector2_screenspace_3Dpos and drawListOfVector2_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
List vector2List
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.WriteListScreenspace(...);

Code snippet names: drawListOfVector2_screenspace_3Dpos_cam and drawListOfVector2_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.
List vector2List
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfVector2_screenspace_2Dpos and drawListOfVector2_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
List vector2List
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.WriteListScreenspace(...);

Code snippet names: drawListOfVector2_screenspace_2Dpos_cam and drawListOfVector2_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.
List vector2List
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfVector3_screenspace_3Dpos and drawListOfVector3_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
List vector3List
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.WriteListScreenspace(...);

Code snippet names: drawListOfVector3_screenspace_3Dpos_cam and drawListOfVector3_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.
List vector3List
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfVector3_screenspace_2Dpos and drawListOfVector3_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
List vector3List
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.WriteListScreenspace(...);

Code snippet names: drawListOfVector3_screenspace_2Dpos_cam and drawListOfVector3_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.
List vector3List
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfVector4_screenspace_3Dpos and drawListOfVector4_screenspace_3Dpos_func.

Parameters:
Type Parameter Name Description
List vector4List
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.WriteListScreenspace(...);

Code snippet names: drawListOfVector4_screenspace_3Dpos_cam and drawListOfVector4_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.
List vector4List
Vector3 position_in3DWorldspace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec


static void DrawText.WriteListScreenspace(...);

Code snippet names: drawListOfVector4_screenspace_2Dpos and drawListOfVector4_screenspace_2Dpos_func.

Parameters:
Type Parameter Name Description
List vector4List
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.WriteListScreenspace(...);

Code snippet names: drawListOfVector4_screenspace_2Dpos_cam and drawListOfVector4_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.
List vector4List
Vector2 position_in2DViewportSpace
Color color
string title
float textSize_relToViewportHeight
float forceHeightOfWholeTableBox_relToViewportHeight
bool position_isTopLeft_notLowLeft
float durationInSec