More information can be found in the Unity API Reference and maybe in the Unity Manual.

Static members





class Text
bool alignByGeometry
const Canvas canvas
Color color
const Material defaultMaterial
const int depth
const float flexibleHeight
const float flexibleWidth
Font font
int fontSize
const GameObject gameObject
bool isMaskingGraphic
const int layoutPriority
float lineSpacing
const Texture mainTexture
bool maskable
Material material
const Material materialForRendering
const float minHeight
const float minWidth
const float pixelsPerUnit
const float preferredHeight
const float preferredWidth
Vector4 raycastPadding
bool raycastTarget
const RectTransform rectTransform
bool resizeTextForBestFit
int resizeTextMaxSize
int resizeTextMinSize
bool supportRichText
string text
const Transform transform
void CalculateLayoutInputHorizontal()
void CalculateLayoutInputVertical()
void CrossFadeAlpha(float alpha, float duration, bool ignoreTimeScale)
void CrossFadeColor(Color targetColor, float duration, bool ignoreTimeScale, bool useAlpha)
void CrossFadeColor(Color targetColor, float duration, bool ignoreTimeScale, bool useAlpha, bool useRGB)
void Cull(Rect clipRect, bool validRect)
void FontTextureChanged()
Material GetModifiedMaterial(Material baseMaterial)
Rect GetPixelAdjustedRect()
void GraphicUpdateComplete()
bool IsActive()
bool IsDestroyed()
void LayoutComplete()
void OnCullingChanged()
Vector2 PixelAdjustPoint(Vector2 point)
bool Raycast(Vector2 sp, Camera eventCamera)
void RecalculateClipping()
void RecalculateMasking()
void SetAllDirty()
void SetClipRect(Rect clipRect, bool validRect)
void SetClipSoftness(Vector2 clipSoftness)
void SetLayoutDirty()
void SetMaterialDirty()
void SetNativeSize()
void SetRaycastDirty()
void SetVerticesDirty()
string ToString()
static const Material defaultGraphicMaterial