Draw XXL documentation


Draw Text.WriteOnCircle2D(...);

Write a curved text (like on the perimeter of a circle) to the XY-2D-plane.

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


static void DrawText.WriteOnCircle2D(...);

Code snippet names: drawTextOnCircle2D_viaStartPos and drawTextOnCircle2D_viaStartPos_func.

Parameters:
Type Parameter Name Description
string text
Vector2 textStartPos
Vector2 circleCenterPosition
Color color
float size This defines the worldspace width per letter.
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
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.WriteOnCircle2D(...);

Code snippet names: drawTextOnCircle2D_dirViaVecUp and drawTextOnCircle2D_dirViaVecUp_func.

Parameters:
Type Parameter Name Description
string text
Vector2 circleCenterPosition
float radius
Color color
float size This defines the worldspace width per letter.
Vector2 textsInitialUp
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
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.WriteOnCircle2D(...);

Code snippet names: drawTextOnCircle2D_dirViaAngle and drawTextOnCircle2D_dirViaAngle_func.

Parameters:
Type Parameter Name Description
string text
Vector2 circleCenterPosition
float radius
Color color
float size This defines the worldspace width per letter.
float initialTextDirection_as_zRotationDegCCfromV3Right The initial text direction. Measured in degrees and counterclockwise (CC), starting from the "towards right" vector (=1,0).
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
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.