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Controls.md

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@@ -23,7 +23,6 @@ This page lists all the available controls within the UI Extensions project. To
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| | | UI / Extensions / Bound Tooltip / Tooltip Trigger ||| Martin Sharkbomb|
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|**[UI_Knob](/Controls/UI_Knob.md)** | A radial Knob style control | UI / Extensions / UI_Knob | UI / Extensions / UI_Knob |[tutorial video](https://www.youtube.com/watch?v=WP8ZBwyRqN8)|| Tomasz Schelenz|
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|**[TextPic](/Controls/TextPic.md)** | Enhanced Text control that supports adding images inside text | UI / Extensions / TextPic | UI / Extensions / TextPic ||| drobina, w34edrtfg, playemgames|
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|**[ImageExtended](/Controls/ImageExtended.md)** | Improved Image control with rotation support and use of filled type without an Image (useful for masks) || UI / Extensions / Image Extended ||| Ges|
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|**[InputFocus](/Controls/InputFocus.md)** | Enhanced InputField control for forms, enables Enter to submit and other features || UI / Extensions / InputFocus ||| Zelek|
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|**[Box Slider](/Controls/BoxSlider.md)** | A slider which supports both X and Y values within a box || UI / Extensions / Box Slider |[Demo video](/Controls/Images/BoxSliderDemo.mp4)|| judah4|
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|**[MultiTouch ScrollRect](/Controls/MultiTouchScrollRect.md)** | Fixed version of the scroll rect to properly handle multiple touches || UI / Extensions / MultiTouchScrollRect ||| PixelEnvision|
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|Effect|Description|Component Command|Notes|Donate|Credits|
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|-|-|-|-|-|-|
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|**[BestFitOutline](/Controls/BestFitOutline.md)** | An improved outline effect | UI / Effects / Extensions / Best Fit Outline ||| Melang|
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|**[CurvedText](/Controls/CurvedText.md)** | A Text vertex manipulator for those users NOT using TextMeshPro (why ever not?) | UI / Effects / Extensions / Curved Text ||| Breyer|
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|**[Gradient](/Controls/Gradient.md)** | Apply vertex colours in a gradient on any UI object | UI / Effects / Extensions / Gradient ||| Breyer|
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|**[Gradient2](/Controls/Gradient2.md)** | Apply vertex colours in a gradient on any UI object | UI / Effects / Extensions / Gradient2 ||| Breyer|
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|**[LetterSpacing](/Controls/LetterSpacing.md)** | Allows finer control of text spacing | UI / Effects / Extensions / Letter Spacing ||| Deeperbeige|
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|**[NicerOutline](/Controls/NicerOutline.md)** | Another outline control | UI / Effects / Extensions / Nicer Outline ||| Melang|
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|**[RaycastMask](/Controls/RaycastMask.md)** | An example of an enhanced mask component able to work with the image data. Enables picking on image parts and not just the Rect Transform | UI / Effects / Extensions / Raycast Mask ||| senritsu|
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|**[UIFlippable](/Controls/UIFlippable.md)** | Image component effect to flip the graphic | UI / Effects / Extensions / UI Flippable ||| ChoMPHi|
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|**[UIImageCrop](/Controls/UIImageCrop.md)** | Shader based mask system which clips to specific ranges X&Y | UI / Effects / Extensions / UI Image Crop ||| 00christian00|
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|**[SoftAlphaMask](/Controls/SoftAlphaMask.md)** | Shader based mask able to clip images using an alpha mask | UI / Effects / Extensions / Soft Mask Script ||[Donate](https://www.assetstore.unity3d.com/en/#!/content/50339)| NemoKrad|
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|**[CylinderText](/Controls/CylinderText.md)** | An alternate curved text effect | UI / Effects / Extensions / Cylinder Text ||| Breyer|
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|**[UIParticleSystem](/Controls/UIParticleSystem.md)** | Implementation of a particle system on a canvas | UI / Effects / Extensions / UI Particle System |5.3+ only|| Glennpow|
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|**[MonoSpacing](/Controls/MonoSpacing.md)** | Allows finer control of text spacing | UI / Effects / Extensions / Mono Spacing ||| Herbst|
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|**[CurlyUI](/Controls/CurlyUI.md)** | A UI Effect that will make your UI Curly | UI / Effects / Extensions / CUI*** ||| Titinious|
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## Deprecated for Unity 6 / V3
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=======================
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The following components have been deprecated for Unity 6 (Version 3.0.0) and are no longer maintained. They remain documented for legacy reference only.
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### Why Deprecated?
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**Text Effects**: Unity deprecated the legacy Text component in favor of TextMeshPro. Text effects that relied on Text component vertex manipulation no longer function with TextMeshPro due to its different architecture. Users should utilize native TextMeshPro effects instead.
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**VR/Input Modules**: These components were removed as Unity's input system and VR frameworks have evolved significantly, making these implementations obsolete.
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**Other Components**: ImageExtended, Infinite Scroll Snap, Serialization, and UIButton were removed due to functionality being superseded by other components or Unity's built-in features.
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### Deprecated Components
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|Component|Reason|Alternative|Credits|
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|-|-|-|-|
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|**[CurvedText](/Controls/CurvedText.md)**|Text component deprecated by Unity|Use TextMeshPro native effects|Breyer|
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|**[CylinderText](/Controls/CylinderText.md)**|Text component deprecated by Unity|Use TextMeshPro native effects|Breyer|
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|**[LetterSpacing](/Controls/LetterSpacing.md)**|Text component deprecated by Unity|Use TextMeshPro character spacing|Deeperbeige|
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|**[MonoSpacing](/Controls/MonoSpacing.md)**|Text component deprecated by Unity|Use TextMeshPro character spacing|Herbst|
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|**[NicerOutline](/Controls/NicerOutline.md)**|Text component deprecated by Unity|Use TextMeshPro outline|Melang|
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|**[BestFitOutline](/Controls/BestFitOutline.md)**|Text component deprecated by Unity|Use TextMeshPro outline|Melang|
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|**[VRInputModule](/Controls/VRInputModule.md)**|Obsolete VR input system|Use Unity's XR Interaction Toolkit|N/A|
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|**[VRCursor](/Controls/VRCursor.md)**|Obsolete VR input system|Use Unity's XR Interaction Toolkit|N/A|
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|**[AimerInputModule](/Controls/AimerInputModule.md)**|Obsolete input system|Use Unity's new Input System|N/A|
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|**[GamePadInputModule](/Controls/GamePadInputModule.md)**|Obsolete input system|Use Unity's new Input System|N/A|
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|**[ImageExtended](/Controls/ImageExtended.md)**|Functionality superseded|Use standard Unity Image component|Ges|
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|**[Infinite Scroll Snap](/Controls/Infinite Scroll Snap.md)**|Replaced by improved implementation|Use HorizontalScrollSnap or VerticalScrollSnap with infinite scrolling enabled|N/A|
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|**[Serialization](/Controls/Serialization.md)**|No longer needed|Use Unity's JsonUtility or other serialization solutions|N/A|
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|**[UIButton](/Controls/UIButton.md)**|Duplicate functionality|Use Unity Button or CooldownButton|N/A|
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## Additional Components
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=======================

Controls/Accordion.md

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## Properties
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The Accordion setup uses two components:
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Property | Description
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|-|-|
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*Transition*|Tween type used when expanding/collapsing elements.
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*Transition Duration*|Time (seconds) for expand/collapse.
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*Allow Multiple*|If true, multiple accordion elements can stay open simultaneously.
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*Toggle On*|If true, clicking an open element will close it.
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*Keep Active On Hide*|Leave element content active when collapsed (keeps layout space).
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***On Value Changed*** (event)|Event fired when the open element changes.
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## Methods
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This component does not expose public methods beyond inherited behaviour.
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---------
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## Usage
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> Add the accordion control to your scene using:

Controls/AimerInputModule.md

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Controls/AutoCompleteComboBox.md

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*Display Panel Above*|Should the dropdown panel appear above the control instead of below?
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*Select First Item On Start*|Should the first item be auto selected on start?
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*Select Index Item on Start*|Which item should be selected on start. (*Select First Item on Start* will override this option)
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*On Selection Text Changed* (event) |The Event fired when the the user is typing.
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*On Selection Validity Changed* (event) |The Event fired when the the text the user enters matches a selection.
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*On Selection Changed* (event) |The Event fired when the user selects an option or loses focus.
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*On Item Selected* (event) |The Event fires when an item is selected from the drop down, or the box closes (with a valid item).
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*On Control Disabled* (event) |The Event fired when the control is disabled through code.
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***On Selection Text Changed*** (event)|The Event fired when the user is typing.
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***On Selection Validity Changed*** (event)|The Event fired when the text the user enters matches a selection.
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***On Selection Changed*** (event)|The Event fired when the user selects an option or loses focus.
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***On Item Selected*** (event)|The Event fires when an item is selected from the drop down, or the box closes (with a valid item).
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***On Control Disabled*** (event)|The Event fired when the control is disabled through code.
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> When managing the control programmatically, make sure you use the following functions to manage the ComboBox contents. **Do NOT update the 'AvailableOptions' list directly**
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## Methods
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Method | Arguments | Description
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*AddItem*|String|Adds a single item to the list
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*RemoveItem*|String|Removes a single item from the list
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*SelectItemIndex*|int|Sets the currently selected item in the list
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## Usage
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GameObject -> UI -> Extensions -> AutoCompleteComboBox
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"*GameObject -> UI -> Extensions -> ComboBox -> AutoComplete ComboBox*"
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Controls/BestFitOutline.md

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# BestFitOutline
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# Best Fit Outline
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> [!IMPORTANT]
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> ⚠️ This control has been deprecated for Unity 6 and is no longer maintained. It remains documented for legacy reference.
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An improved outline effect
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## Properties
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The properties of the Best Fit Outline component are as follows:
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Property | Description
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*Status*|Deprecated and removed in Unity 6; no configurable properties remain
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*Recommended Alternative*|Use TextMeshPro materials/shaders for outline effects in modern projects
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---------
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## Methods
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-|-|-
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*Deprecated*|N/A|Removed in Unity 6; no public methods are available
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---------
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Add Component -> UI -> Effects -> Extensions -> Best Fit Outline
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"*Add Component -> UI -> Effects -> Extensions -> Best Fit Outline*"
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Controls/BoundToolTip.md

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## Properties
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### Bound Tooltip Item Properties
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The properties of the Bound Tooltip Item control are as follows:
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Property | Description
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*Tooltip Text*|The TextMeshPro text component that will display the tooltip content
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*Tool Tip Offset*|Vector3 offset from the trigger position where the tooltip will appear
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### Bound Tooltip Trigger Properties
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The properties of the Bound Tooltip Trigger control are as follows:
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*Text*|The tooltip text to display when this trigger is activated
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*Use Mouse Position*|When enabled, tooltip appears at mouse position instead of trigger position
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*Offset*|Vector3 offset from the trigger position (used when Use Mouse Position is false)
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---------
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## Methods
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### Bound Tooltip Item Methods
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*ShowTooltip*|text (string), pos (Vector3)|Displays the tooltip with the specified text at the specified position plus offset
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*HideTooltip*|N/A|Hides the tooltip by deactivating the GameObject
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### Additional properties available in code
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Property | Return Type | Description
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IsActive|bool|Returns whether the tooltip GameObject is currently active
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Instance|BoundTooltipItem|Static singleton instance of the BoundTooltipItem in the scene
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---------
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If no tooltip item exists in the scene, one will e created automatially for you.
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"GameObject -> UI -> Extensions -> Bound Tooltip -> Tooltip"
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If no tooltip item exists in the scene, one will be created automatically for you.
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"Add Component -> UI -> Extensions -> Bound Tooltip -> Tooltip Trigger"
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Controls/BoxSlider.md

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*Whole Numbers*|Only use whole numbers instead of floats
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*Value X*|The X value of the slider
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***On Value Changed*** (event) |The Event fired when the handle within the box slider is changed
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### Inherited from Slider
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## Methods
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*Rebuild*|CanvasUpdate executing|Invokes value-changed during editor layout updates
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*LayoutComplete*|—|ICanvasElement lifecycle hook (no-op)
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*GraphicUpdateComplete*|—|ICanvasElement lifecycle hook (no-op)
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*OnPointerDown*|PointerEventData eventData|Starts dragging and optionally jumps to click position
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*OnDrag*|PointerEventData eventData|Updates the X/Y values based on drag position
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*OnInitializePotentialDrag*|PointerEventData eventData|Disables drag threshold for immediate response
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*SetXWithoutNotify*|float x|Sets X value without firing OnValueChanged
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*SetYWithoutNotify*|float y|Sets Y value without firing OnValueChanged
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---------
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Simply add the default BoxSlider to the scene using "*UI / Extensions / Box Slider*" in the Editor "*GameObject*" menu.
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Simply add the default BoxSlider to the scene using:
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"*GameObject -> UI -> Extensions -> Sliders -> Box Slider*"
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"*Add Component -> UI -> Extensions -> Sliders -> BoxSlider*"
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Note: When adding via the Add Component menu, you will need to manually set the *Handle* reference.
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Controls/CLFZ2.md

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## Properties
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This is a static helper library and exposes no inspector properties.
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## Methods
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This component does not expose public methods beyond inherited behaviour.
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## Usage
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Simply create a byte array in code for the data you want compressed and pas it to the Compress function of the Library, as follows:

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