Draw XXL documentation


Draw Text.WriteOnCircle(...);

Write a curved text, like on the perimeter of a circle.

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


static void DrawText.WriteOnCircle(...);

Code snippet names: drawTextOnCircle_viaStartPos and drawTextOnCircle_viaStartPos_func.

Parameters:
Type Parameter Name Description
string text
Vector3 textStartPos
Vector3 circleCenterPosition
Vector3 turnAxis_direction
Color color
float size This defines the worldspace width per letter.
TextAnchorCircledDXXL textAnchor
float autoLineBreakAngleDeg
bool autoFlipToPreventMirrorInverted
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.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. 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.WriteOnCircle(...);

Code snippet names: drawTextOnCircle_viaQuat and drawTextOnCircle_viaQuat_func.

Parameters:
Type Parameter Name Description
string text
Vector3 circleCenterPosition
float radius
Color color
float size This defines the worldspace width per letter.
Quaternion orientation orientation*forward is the turn axis of the circle. orientation*up is the texts initial upward direction. orientation*right is the texts initial direction.
TextAnchorCircledDXXL textAnchor
float autoLineBreakAngleDeg
bool autoFlipToPreventMirrorInverted
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.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. 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.WriteOnCircle(...);

Code snippet names: drawTextOnCircle_viaVec and drawTextOnCircle_viaVec_func.

Parameters:
Type Parameter Name Description
string text
Vector3 circleCenterPosition
float radius
Color color
float size This defines the worldspace width per letter.
Vector3 textsInitialDir
Vector3 textsInitialUp
TextAnchorCircledDXXL textAnchor
float autoLineBreakAngleDeg
bool autoFlipToPreventMirrorInverted
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.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. 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.