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Mirror com.unity.ugui package (Unity 6000.5.0a6)
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com.unity.ugui/Documentation~/ProfilerUI.md

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uid: um-profiler-ui
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---
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# UI and UI Details Profiler module reference
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# UI (Canvas) and UI Details (Canvas) Profiler module reference
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>[!NOTE]
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> The UI and UI Details Profiler module collects Editor-only data, and doesn't work in development builds.
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> The UI (Canvas) and UI Details (Canvas) Profiler module collects Editor-only data, and doesn't work in development builds.
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The UI and UI Details Profiler modules provide information on how much time and resources Unity spends laying out and rendering the user interface within your application. You can use this module to understand how Unity handles UI batching for your application, including why and how it batches objects. You can also use this module to find out which part of the UI has slow performance, or to preview the UI while you scrub the timeline.
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The UI (Canvas) and UI Details (Canvas) Profiler modules provide information on how much time and resources uGUI (Unity UI) spends laying out and rendering the user interface within your application. You can use this module to understand how uGUI handles UI batching for your application, including why and how it batches objects. You can also use this module to find out which part of the uGUI's UI has slow performance, or to preview the UI while you scrub the timeline.
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To open the Profiler window, go to **Window > Analysis > Profiler**. For more information on how to use the Profiler window, refer to [The Profiler window](xref:um-profiler-window).
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![The UI and UI Details Profiler module](images/ui-profiler-module.png)
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![The UI (Canvas) and UI Details (Canvas) Profiler module](images/ui-profiler-module.png)
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## Chart categories
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The UI and UI Details Profiler modules' charts contain the following categories. To change the order of the categories in the chart, you can drag and drop them in the chart's legend. You can also click a category's colored legend to toggle its display.
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The UI (Canvas) and UI Details (Canvas) Profiler modules' charts contain the following categories. To change the order of the categories in the chart, you can drag and drop them in the chart's legend. You can also click a category's colored legend to toggle its display.
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### UI Profiler module
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### UI (Canvas) Profiler module
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|**Chart**|**Description**|
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|---|---|
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|**Layout**|How much time Unity spent performing the layout pass for the UI. This includes calculations done by [`HorizontalLayoutGroup`](https://docs.unity3d.com/Packages/com.unity.ugui@latest/index.html?subfolder=/api/UnityEngine.UI.HorizontalLayoutGroup.html), [`VerticalLayoutGroup`](https://docs.unity3d.com/Packages/com.unity.ugui@latest/index.html?subfolder=/api/UnityEngine.UI.VerticalLayoutGroup.html), and [`GridLayoutGroup`](https://docs.unity3d.com/Packages/com.unity.ugui@latest/index.html?subfolder=/api/UnityEngine.UI.GridLayoutGroup.html).|
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|**Render**|How much time the UI has spent doing its portion of rendering. This is either the time spent rendering directly to the graphics device or rendering to the main render queue.|
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|**Layout**|How much time uGUI spent performing the layout pass for the UI. This includes calculations done by [`HorizontalLayoutGroup`](https://docs.unity3d.com/Packages/com.unity.ugui@latest/index.html?subfolder=/api/UnityEngine.UI.HorizontalLayoutGroup.html), [`VerticalLayoutGroup`](https://docs.unity3d.com/Packages/com.unity.ugui@latest/index.html?subfolder=/api/UnityEngine.UI.VerticalLayoutGroup.html), and [`GridLayoutGroup`](https://docs.unity3d.com/Packages/com.unity.ugui@latest/index.html?subfolder=/api/UnityEngine.UI.GridLayoutGroup.html).|
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|**Render**|How much time uGUI has spent doing its portion of rendering. This is either the time spent rendering directly to the graphics device or rendering to the main render queue.|
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### UI Details Profile module
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### UI Details (Canvas) Profile module
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|**Chart**|**Description**|
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|**Markers**|Displays event markers. Unity records markers when the user interacts with the UI (for example, a button click, or a slider value change) and then draws them as vertical lines and labels on the chart.|
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## Module details pane
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When you select the UI or the UI Details Profiler module, the module details pane at the bottom of the Profiler window displays more details on the UI in your application. You can use it to inspect the profiling information about the UI objects in your application. The pane is divided into the following columns:
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When you select the UI (Canvas) or the UI Details (Canvas) Profiler module, the module details pane at the bottom of the Profiler window displays more details on the uGUI's UI in your application. You can use it to inspect the profiling information about the UI objects in your application. The pane is divided into the following columns:
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|**Column**|**Description**|
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|**Object**|A list of UI canvases your application used during the period profiled. Double click on a row to highlight the matching object in the scene.|
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|**Self Batch Count**|How many batches Unity generated for the canvas.|
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|**Cumulative Batch Count**|How many batches Unity generated for the canvas and all its nested canvases.|
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|**Self Batch Count**|How many batches uGUI generated for the canvas.|
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|**Cumulative Batch Count**|How many batches uGUI generated for the canvas and all its nested canvases.|
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|**Self Vertex Count**|How many vertices this canvas is rendering.|
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|**Cumulative Vertex Count**|How many vertices this canvas and nested canvases are rendering.|
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|**Batch Breaking Reason**|Why Unity split the batch. Sometimes Unity might not be able to batch objects together. Common reasons include: <ul><li>**Not Coplanar With Canvas**: The batching needs the object's rect transform to be coplanar (unrotated) with the canvas. </li><li>**CanvasInjectionIndex**: A CanvasGroup component is present and forces a new batch, such as when it displays the drop down list of a combo box on top of the rest.</li><li>**Different Material Instance, Rect clipping, Texture, or A8TextureUsage**: Unity can only batch together objects with identical materials, masking, textures, and texture alpha channel usage.</li></ul>|
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|**Batch Breaking Reason**|Why uGUI split the batch. Sometimes uGUI might not be able to batch objects together. Common reasons include: <ul><li>**Not Coplanar With Canvas**: The batching needs the object's rect transform to be coplanar (unrotated) with the canvas. </li><li>**CanvasInjectionIndex**: A CanvasGroup component is present and forces a new batch, such as when it displays the drop down list of a combo box on top of the rest.</li><li>**Different Material Instance, Rect clipping, Texture, or A8TextureUsage**: Unity can only batch together objects with identical materials, masking, textures, and texture alpha channel usage.</li></ul>|
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|**GameObject Count**|How many GameObjects are part of this batch.|
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|**GameObjects**|The list of GameObjects in the batch.|
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When you select a UI object from the list, a preview of it appears on the right hand side of the pane. Above the preview there are the following options in the toolbar:
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When you select a uGUI's UI object from the list, a preview of it appears on the right hand side of the pane. Above the preview there are the following options in the toolbar:
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* **Detach:** Select this button to open the UI canvas in a separate window. To reattach the window, close it.
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* **Preview background:** Use the dropdown to change the color of the preview background. You can choose from **Checkerboard**, **Black**, or **White**. This is useful if your UI has a particularly light or dark color scheme.

com.unity.ugui/Documentation~/TextMeshPro/include-rich-text-tags.md

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|[`<size>`](RichTextSize.md)|Adjusts the font size for a specified portion of the text.||
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|[`<smallcaps>`](RichTextLetterCase.md)|Converts text to uppercase before rendering.||
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|[`<space>`](RichTextSpace.md)|Adds a horizontal offset between itself and the rest of the text.||
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|[`<sprite>`](RichTextSprite.md)|Adds a [sprite](Srites.md) to the text.|By default, TextMesh Pro looks in the default sprite assets, but you can use tag attributes to retrieve sprites from other assets.|
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|[`<sprite>`](RichTextSprite.md)|Adds a [sprite](Sprites.md) to the text.|By default, TextMesh Pro looks in the default sprite assets, but you can use tag attributes to retrieve sprites from other assets.|
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|[`<strikethrough>`](RichTextStrikethroughUnderline.md) | Draws a line slightly above the baseline so it crosses out the text. ||
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|[`<style>`](RichTextStyle.md)|Applies a custom style to the text.||
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|[`<sub>`](RichTextSubSuper.md)|Converts the text to subscript.||

com.unity.ugui/Documentation~/UIAutoLayout.md

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Since a layout controller in the auto layout system can automatically control the sizes and placement of certain UI elements, those sizes and positions should not be manually edited at the same time through the Inspector or Scene View. Such changed values would just get reset by the layout controller on the next layout calculation anyway.
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The Rect Transform has a concept of **driven properties** to address this. For example, a Content Size Fitter which has the Horizontal Fit property set to Minimum or Preferred will drive the width of the Rect Transform on the same Game Object. The width will appear as read-only and a small info box at the top of the Rect Transform will inform that one or more properties are driven by Conten Size Fitter.
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The Rect Transform has a concept of **driven properties** to address this. For example, a Content Size Fitter which has the Horizontal Fit property set to Minimum or Preferred will drive the width of the Rect Transform on the same Game Object. The width will appear as read-only and a small info box at the top of the Rect Transform will inform that one or more properties are driven by Content Size Fitter.
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The driven Rect Transforms properties have other reasons beside preventing manual editing. A layout can be changed just by changing the resolution or size of the Game View. This in turn can change the size or placement of layout elements, which changes the values of driven properties. But it wouldn't be desirable that the Scene is marked as having unsaved changes just because the Game View was resized. To prevent this, the values of driven properties are not saved as part of the Scene and changes to them do not mark the scene as changed.
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com.unity.ugui/Documentation~/index.md

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| [Events](EventSystem.md) | The Event System sends events to objects in the application based on input. |
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| [Reference](UIReference.md) | Comprehensive guide to understanding of uGUI features. |
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| [UI How Tos](UIHowTos.md) | Solutions to common UI tasks. |
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| [UI and UI Details Profiler](ProfilerUI.md) | Use the UI and UI Details Profiler modules to understand how Unity handles UI batching for your application. |
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| [UI (Canvas) and UI Details (Canvas) Profiler](ProfilerUI.md) | Use the UI (Canvas) and UI Details (Canvas) Profiler modules to understand how uGUI handles UI batching for your application. |
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> [!NOTE]
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> You can't use uGUI to create or change user interfaces of the Unity Editor.

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