UniText
Canvas-space text component. Renders into a Canvas via CanvasRenderer with full Unicode support — bidirectional scripts (Arabic, Hebrew), complex shaping (Devanagari, Thai), proper line breaking, color emoji, and a markup system via ParseRule.
Remarks
public IEnumerable<CanvasRenderer> CanvasRenderers{ get }Gets all canvas renderers used for sub-meshes.
public RectTransform RenderRoot{ get }Single hidden child holding every visible render object this component spawns — glyph sub-meshes and inline media. Kept before user-authored children, after the optional internal mask stamp, so the text composites below nested graphics. Highlights still self-order around it ("Behind" before, "Above" after). One node is positioned instead of each renderer. Main thread only — creates a GameObject.
Sets the clipping rectangle for masking, applying to all sub-mesh renderers. Mask removal reaches a clippable only through this call (never Cull), so an invalid rect also resets VisibleWindow and the clip-cull state — otherwise the mesh would stay windowed and culled with no mask to excuse it.
Culls against the actual rendered mesh bounds rather than the RectTransform (whose corners serve until a mesh exists). Glyphs can extend beyond the rect (long words, overflow, outline/glow, modifier transforms), so the default rect-corner test would hide still-visible meshes.
