Rendering¶
How Tick UI hands its rendered output to Unity's render pipelines, and the per-pipeline procedures for wiring it onto a camera.
The pages in this section:
- Overview: the model.
IDrawer, the per-pipeline integration points, and how panels flush at end of frame. - Pipeline support matrix: the feature table across URP, BIRP, and custom integrations.
- Configure URP: wire the URP injector and render pass.
- Configure BIRP: wire the built-in pipeline injector onto a camera.
- Configure RenderTexture: wire the pipeline-agnostic injector for in-world UI.
- Build a custom integration: for non-URP and non-BIRP pipelines.
- Handle resize: what is automatic and what needs explicit handling when the screen, target, or aspect ratio changes.
For the rendering model itself, refer to Drawer and batching.