API Reference

Complete documentation for all public types in UniText 3.3.0.

618 types

Components

Text components and their entry points

View all 22

Markup

Markup parsing, parse rules and text ranges

View all 60

Modifiers

Modifiers, styles and style presets

View all 127

Paint

Fills, gradients, glow, shadows and other paint layers

View all 42

Animation

Animated modifiers, reveal handlers and Animator integration

View all 55

Fonts

Fonts, faces, glyphs and atlases

View all 25

UniTextFont

class

Serialized font definition that owns face and rendering metadata and resolves its immutable source lazily. Embedded sources stay in the asset in the Editor and WebGL; other players resolve build-generated disk-backed sources. The [[Core]] materializes only when glyph or shaping work first needs this face.

43 members3 derived

UniTextFontStack

class

Ordered list of font families plus an optional fallback stack. The first family's primary provides strut metrics (line height, ascent, descent). Face matching uses pre-computed lookup tables with CSS Fonts Level 4 §5.2 weight matching.

3 members

FontFamily

struct

A font family: primary font plus optional variant faces (Bold, Italic, Variable, etc.).

8 members

UniTextFontProvider

class

Owns Unicode-sequence font resolution for a text object: composes the family chain from the assigned font and font stack, walks it (plus emoji and the always-on [[SystemFont]] fallback) to pick a covering runtime and exact variation instance when available, and otherwise returns the primary runtime as the intentional.notdef endpoint. Asset-backed faces are captured as worker-safe lazy slots; bare runtime companions and the emoji singleton flow through the same resolution path. The owner must dispose the provider after all processing and raster work finishes.

28 members

AxisDefault

struct

One variable-font axis pinned to a custom default value, keyed by its OpenType tag (4-char tag packed big-endian, same bits as the HarfBuzz uint tag).

2 members

Core

class

Plain runtime for a font: owns face access, glyph tables, lookup dictionaries, curve cache and atlas pipeline. Constructable on worker threads (no Unity object lifecycle). Dispose instances constructed directly; a [[UniTextFont]] owns and disposes the runtime exposed by its asset.

31 members1 derived

Layout

Shaping, line layout, alignment and hit testing

View all 51

Editing

Input behaviors, filters, validation and text documents

View all 78

Selection

Selection, caret, touch handles and context menus

View all 31

UniTextSelectable

class

Selection capability for [[UniTextBase]]: caret + range state with explicit affinity, gesture interpretation (multi-click promotion, drag-to-select, word-by-word drag, context-menu coordination), and highlight rendering. Sits on the same GameObject as [[UniTextBase]]; requires an existing [[UniText]] or [[UniTextWorld]] — [[RequireComponent]] validates the dependency but cannot auto-add the abstract base, so add the text component first.

33 members

UniTextContextMenu

class

Text context menu you build yourself: lay out and style the panel, buttons, and toggles in the scene however you like, then list the [[ContextMenuItem]] bindings here — each maps one of your controls to a command. [[PrefabTextContextMenu]] drives it with the applicable capabilities, and standard commands route back to the presenter it passed. One menu is shareable across many fields — actions always reach the field that last showed it. The component only wires control events, shows / hides controls per applicability, positions the panel, and dismisses on an outside click — it draws nothing itself. Prefabs assigned to [[PrefabTextContextMenu]] use density-independent layout units.

4 members

ContextMenuItem

class

One entry of a [[UniTextContextMenu]]: the binding between a control you built in the scene (a Button, Toggle, …) and an action. The menu wires the control's event, and shows or hides the control per [[IsApplicable]]. Items carry no visuals — the control's look, layout, label, and icon are entirely yours. An item whose control is not assigned never counts as applicable, so an unwired menu cannot open as an invisible input-blocking panel.

4 members2 derived

UniTextSelectionHandles

class

Shipped Unity-UI presentation used by [[PrefabSelectionHandles]]. It instantiates a user-authored prefab for the draggable selection handles (one prefab used for both the anchor and focus carets) and for the collapsed-caret insertion handle, and places each at its caret point. The split of ownership: the prefab owns the look — sprite, colour, material, and the pivot, which alone decides how the handle sits relative to the caret (a teardrop pivots at its tip); the code owns the size, forcing each handle to a square of [[handleSize]] dp so the touch target stays a constant physical size across canvases, resolutions, and densities (a fingertip is device-independent). Put Preserve Aspect on the prefab's Image so its sprite fits that square undistorted. Assign its prefab inside a [[PrefabSelectionHandles]] entity; geometry is pulled from [[ActiveEditor]] at call time, the instances live in a canvas-level overlay so the field's RectMask2D never clips them, and a handle whose caret scrolls outside the field box hides until it returns. A [[SelectionHandleDragger]] (drag routing) and a [[FocusGuard]] (so grabbing a handle never defocuses the field) are ensured on each instance, so the prefab need only carry a raycastable Graphic.

8 members

UniTextMagnifier

class

Shipped Unity-UI presentation used by [[PrefabMagnifier]]: a rectangular panel showing a zoomed capture of the canvas around the focal point, re-rendered through a secondary camera with a zoomed projection matrix. Assign its prefab inside a [[PrefabMagnifier]] entity; the panel lives in a canvas-level overlay container so the field's RectMask2D never clips it.

3 members

ActionContextMenuItem

class

Binds a button to a runtime callback. Set [[onlyWithSelection]] to hide it on a bare caret.

3 members

Interaction

Links, gestures, range actions and pointer-driven ranges

View all 46

Media

Inline sprites, objects and their providers

View all 22

Clipboard

Copy and paste adapters, clipboard formats and schemas

View all 19

Emoji

Color emoji fonts

View all 3

Platform

Native input, IME and clipboard backends

View all 24

Utilities

Attributes, Unicode data and helpers

View all 13