

Material An asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more.

The texture that represents the image to display. Textures are often applied to the surface of a mesh to give it visual detail. Texture An image used when rendering a GameObject, Sprite, or UI element. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. However, the Raw Image can display any texture whilst the Image can only show a Sprite A 2D graphic objects. The control is similar to the Image control but does not have the same set of options for animating the image and accurately filing the control rectangle. This can be used for decoration, icons, etc, and the image can also be changed from a script to reflect changes in other controls. For example, you might define and “Edible” Tag for any item the player can eat in your game.The Raw Image control displays a non-interactive image to the user. Tags A reference word which you can assign to one or more GameObjects to help you identify GameObjects for scripting purposes. You cannot use indentation as a way of determining if a sequence element has finished in UnityYAML. See below this table for an example.Īnonymous sequences increase the parser complexity. Nearly all nodes are part of a mapping in UnityYAML, so all sequences must be values of a mapping to work correctly. The reader skips document and tag prefixes at the top of files, but does not handle YAML input that consists of multiple documents.

UnityYAML does not support complex mapping keys. If you use these characters, UnityYAML adds them to the scalar value. UnityYAML does not support using + and | characters to indicate how it should treat new lines within a multi-line string. If there is no indentation, the scalar returns This is a and might trigger an Asset into further parsing. UnityYAML supports mapping, block styles, and block sequences that contain block mappings.Įxample of indentation on multi-line plain scalars: parent: This is a You can use UTF–8 characters in scalars, but UnityYAML only decodes them when they are part of a double quoted scalar. Plain scalars split onto multiple lines must be indented more than the previous line. Be aware that multi-line scalars can create performance and memory overheads during parsing. UnityYAML supports double and single quoted scalars as well as plain scalars. UnityYAML supports both flow and block styles. You cannot externally produce or edit UnityYAML files. This documentation outlines which parts of the YAML spec UnityYAML supports. The UnityYAML library does not support the full YAML specification. Unity uses a custom-optimized YAML library called UnityYAML.
