UniTextRenderData
Raw geometry slice describing a single text/color/sub-mesh render segment.
Remarks
UpdateSubMeshes; world: UniTextWorldBatcher) does whatever it needs with this data — either uploads into a reusable Mesh for CanvasRenderer, or copies into its combined-mesh buffers for world-space batching. Array references are valid only until the next collect cycle on the same generator — pooled buffers can be returned or regrown. Consumers must read/copy immediately and not retain references across frames.public Material materialOverrideOptional custom material. When, the renderer uses the default SDF/MSDF or color material for this fontId.
public GlyphAtlas atlasOverrideOptional atlas binding for materialOverride. When, the custom material keeps its own texture and does not follow atlas replacements.
The single draw-order axis — the emitting layer's LayerSequence (style-stack position). Every segment (base SDF runs, color, paint-layer sub-meshes, inline media, custom materials) sorts by this, so stacking follows the order layers appear in Styles. The base text / default fill sits at DefaultFillSequence (bottom).
public Vector3[] verticesVertex positions array (pooled). Read [vertexOffset, vertexOffset+vertexCount).
public Vector4[] uvs0UV0 array (pooled). Must always be valid when vertexCount > 0.
public Vector4[] uvs1UV1 array (pooled). or ignored when hasUv1 is false.
public Vector4[] uvs2UV2 array (pooled). or ignored when hasUv2 is false.
public Vector4[] uvs3UV3 array (pooled). or ignored when hasUv3 is false.
public Color32[] colorsVertex colors array (pooled).
