Writes text to screenspace. Similar to WriteScreenspace(), but with a framing box around the text.
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.WriteScreenspaceFramed(...);
Code snippet names: drawTextScreenspaceFramed_3Dpos_dirViaVec and drawTextScreenspaceFramed_3Dpos_dirViaVec_func.
Parameters:
Type
Parameter Name
Description
string
text
The text that gets drawn. You can supply text with markup tags.
Vector3
position_in3DWorldspace
The world position will be projected onto the screen plane in order to get the final draw position.
Color
color
float
size_relToViewportHeight
This defines the width per letter, measured in relative units to the height of the viewport.
This overwrites "size" if another value than the default value of 0 is used. Measured in relative units to the viewport width.
bool
autoLineBreakAtViewportBorder
float
autoLineBreakWidth_relToViewportWidth
An optional width after which the text should break into the next line. Measured in relative units to the viewport width.
bool
autoFlipTextToPreventUpsideDown
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.WriteScreenspaceFramed(...);
Code snippet names: drawTextScreenspaceFramed_3Dpos_dirViaVec_cam and drawTextScreenspaceFramed_3Dpos_dirViaVec_cam_func.
This overwrites "size" if another value than the default value of 0 is used. Measured in relative units to the viewport width.
bool
autoLineBreakAtViewportBorder
float
autoLineBreakWidth_relToViewportWidth
An optional width after which the text should break into the next line. Measured in relative units to the viewport width.
bool
autoFlipTextToPreventUpsideDown
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.WriteScreenspaceFramed(...);
Code snippet names: drawTextScreenspaceFramed_2Dpos_dirViaVec_cam and drawTextScreenspaceFramed_2Dpos_dirViaVec_cam_func.
This overwrites "size" if another value than the default value of 0 is used. Measured in relative units to the viewport width.
bool
autoLineBreakAtViewportBorder
float
autoLineBreakWidth_relToViewportWidth
An optional width after which the text should break into the next line. Measured in relative units to the viewport width.
bool
autoFlipTextToPreventUpsideDown
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.WriteScreenspaceFramed(...);
Code snippet names: drawTextScreenspaceFramed_3Dpos_dirViaAngle_cam and drawTextScreenspaceFramed_3Dpos_dirViaAngle_cam_func.
This overwrites "size" if another value than the default value of 0 is used. Measured in relative units to the viewport width.
bool
autoLineBreakAtViewportBorder
float
autoLineBreakWidth_relToViewportWidth
An optional width after which the text should break into the next line. Measured in relative units to the viewport width.
bool
autoFlipTextToPreventUpsideDown
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.WriteScreenspaceFramed(...);
Code snippet names: drawTextScreenspaceFramed_2Dpos_dirViaAngle_cam and drawTextScreenspaceFramed_2Dpos_dirViaAngle_cam_func.