Construct a new Quad with the texture of the image at the given URL.
Sampler configuration, by default : Not repeat with linear filter
Protected_bindProtected_bindProtected_indexProtected_indexProtected_mvpProtected_pipelineProtected_renderProtected_spriteProtected_vertexProtectedasyncProtectedCalled when the rendering is ready (device is available).
Detach this behavior from the GameObject it is attached to.
The GameObject to detach this behavior from.
ProtectedobserveProtectedObserve a LogicBehavior and call the observer function when the data changes.
ProtectedonProtectedonRender the object to the screen. Pipeline and MVP uniform are set by RenderEngine.
The render pass to render to
Like onEnable, but should only be for internal use, so some non-abstact direct behaviors could expose attachedOn to the user.
The GameObject this behavior is attached to.
ProtectedtickProtectedCalled every frame. Override this method to add custom behavior.
The time in seconds since the last frame.
A UVTextured object, designed to be rendered with a sprite texture (no repeat, transparency, etc). Essentially a quad with UV coordinates and a texture.