Construct a new Quad with the texture of the image at the given URL.
The URL of the MSDF JSON font file
Optionaloptions: MsdfTextFormattingOptionsOptional options for the text formatting (like color, pixel scale, etc.)
Protected_bindProtected_mvpProtected_pipelineProtected_renderGet if the text is centered.
Set if the text is centered.
Get the color of the text.
Set the color of the text.
Get the pixel scale of the text.
Set the pixel scale of the text.
Get the text to be displayed.
Set the text to be displayed + update the text on the GPU.
ProtectedtransformProtectedasyncProtectedCalled 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.
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.
An object that can be rendered to the WebGPU screen. Create the pipeline for rendering and set up the bind group layout.