UIWorldAnchorData
Defined in: sdk/src/ui/core/world-anchor.ts:24
core-ui.ts
The stable UI surface promoted into the top-level esengine
namespace (text, UINode box visuals, interaction, layout, theme).
This is the curated public UI API. The complete UI module surface — which
also includes low-level text/atlas internals and engine-internal composition
glue (e.g. EntityStateMap, ensureComponent) — lives in
./ui and is imported module-directly by the SDK code that needs it. Those
internals are intentionally NOT re-exported here, so the public esengine
namespace stays a stable, intentional surface.
Re-exported wholesale by core.ts.
Properties
Section titled “Properties”behind
Section titled “behind”behind:
boolean
Defined in: sdk/src/ui/core/world-anchor.ts:40
Read back: the point is behind the camera.
camera
Section titled “camera”camera:
number
Defined in: sdk/src/ui/core/world-anchor.ts:30
The camera that looks; 0 = the active camera that clears colour with the highest priority (the view on screen).
clampToEdges
Section titled “clampToEdges”clampToEdges:
boolean
Defined in: sdk/src/ui/core/world-anchor.ts:32
Off screen or behind the camera, stand at the screen’s edge in the point’s direction instead (an objective marker).
distance
Section titled “distance”distance:
number
Defined in: sdk/src/ui/core/world-anchor.ts:42
Read back: world distance from the camera.
edgeMargin
Section titled “edgeMargin”edgeMargin:
number
Defined in: sdk/src/ui/core/world-anchor.ts:34
How far inside the edge a clamped marker stands, in layout pixels.
hideWhenBehind
Section titled “hideWhenBehind”hideWhenBehind:
boolean
Defined in: sdk/src/ui/core/world-anchor.ts:36
Behind the camera and not clamped: hide (display None) rather than stand where the projection mirrors it.
offset
Section titled “offset”offset:
Vec3
Defined in: sdk/src/ui/core/world-anchor.ts:28
Added to the target’s world position (world units); the world point itself when there is no target.
onScreen
Section titled “onScreen”onScreen:
boolean
Defined in: sdk/src/ui/core/world-anchor.ts:38
Read back: the point is in front of the camera and inside the screen.
target
Section titled “target”target:
number
Defined in: sdk/src/ui/core/world-anchor.ts:26
The entity to stand over; 0 = the world point offset.