UniTextDirty
Which stage of the text pipeline a change invalidates. Each flag names the coarsest work that must rerun; higher stages subsume every cheaper one below. SetDirty re-enters the pipeline at the coarsest flag set, so pick the least expensive stage that still captures the change.
public static readonly UniTextDirty None = 0No rebuild needed.
public static readonly UniTextDirty Mesh = 1 << 0Rebuild the mesh (vertices, UVs, colours, indices) from cached glyph positions. The cheapest stage.
public static readonly UniTextDirty Positions = 1 << 1Re-place glyphs within their existing line breaks — alignment, justification, vertical metrics.
public static readonly UniTextDirty Layout = 1 << 2Re-break lines and reflow. Font-size changes live here: they alter advances, so lines recompute.
public static readonly UniTextDirty Text = 1 << 3Re-parse and re-shape: the text content changed.
public static readonly UniTextDirty Font = 1 << 4Font asset changed. Resets the font provider and mesh generator, then fully rebuilds.
public static readonly UniTextDirty Direction = 1 << 5Base text direction changed.
public static readonly UniTextDirty FullRebuild = Text | Font | DirectionText, font, or direction changed — a full re-parse and reshape.
public static readonly UniTextDirty All = Mesh | Positions | Layout | FullRebuildEverything needs rebuilding.
