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CanvasInitialize.cs
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66 lines (63 loc) · 2.68 KB
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using UnityEngine;
/* Copyright (c) 2025 Petar Petrov (PeterSvP)
* https://pi-dev.com * https://store.steampowered.com/pub/pidev
*
* The MIT License (MIT)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* ============= Description =============
* Automatically configures a Canvas component at runtime to use a specified camera and plane distance.
* Optionally hides the Canvas on non-touchscreen devices for optimized UI handling.
* Runs early in the execution order to ensure UI is properly initialized before other scripts run.
*
* ============= Usage =============
* Attach to a Canvas GameObject and assign the camera.
* Optionally enable 'HideOnNonTouchDevices' for mobile-specific UIs.
*/
namespace PiDev.Utilities.UI
{
[DefaultExecutionOrder(-10)]
public class CanvasInitialize : MonoBehaviour
{
public bool HideOnNonTouchDevices;
public float planeDistance = 0.2f;
[Tooltip("Camera to use for the Canvas. If null, uses ScreenSpaceOverlay mode.")]
public Camera targetCamera;
private void Start()
{
var c = GetComponent<Canvas>();
if (targetCamera != null)
{
c.renderMode = RenderMode.ScreenSpaceCamera;
c.planeDistance = planeDistance;
c.worldCamera = targetCamera;
}
else
{
c.renderMode = RenderMode.ScreenSpaceOverlay;
}
if (HideOnNonTouchDevices)
{
if (!PortingUtils.IsDeviceWithTouchscreen())
gameObject.SetActive(false);
}
}
}
}