These scripts help make your ScrollRect Reusable
, because it will only build cells when needed. If you have a large number of cells in a scroll rect, you absolutely need it! It will save a lot of time loading and draw call, along with memory in use, while still working smoothly.
中文说明请看这里。
Open Package Manager and Add package from git URL https://github.com/qiankanglai/LoopScrollRect.git
.
With OpenUPM, just one command openupm add me.qiankanglai.loopscrollrect
.
With older Unity version, just clone the repo and put into Assets/
.
Demo for Loop Scroll Rect. Each cell knows its own index, and it is able to modify its content/size/color easily.
Also ScrollBar is supported now! It supports both vertical & horizontal directions, back and forth.
Demo without mask. As you can see, the cells are only instantiated when needed and recycled.
New: Scroll to Index
The original idea comes from @ivomarel's InfinityScroll. After serveral refactorisations, I almost rewrite all the codes:
- Avoid using
sizeDelta
directly since it doesn't always mean size - Support GridLayout
- Avoid blocking when dragging back
- Take advantage of pool rather than instantiate/destroy every time
- Improve some other details for performance
- Supports reverse direction
- Supports ScrollBar (this doesn't work in Infinite mode, and may behavior strange for cells with different size)
My scripts copies ScrollRect
from UGUI rather than inherit ScrollRect
like InfinityScroll. I need to modify some private variants to make dragging smooth. All my codes is wrapped with comments like ==========LoopScrollRect==========
, making maintaining a little easier.
Please refer to InitOnStart.cs
for quick example implmentation. It's high recommended for implmentating your own cache pool.
If you need scroll infinitely, you can simply set totalCount
to a negative number.
I've implemented a simple version with Coroutine
. You can use the following API:
public void SrollToCell(int index, float speed)
Here is a corner case unsolved yet: You can't jump to the last cells which cannot be pulled to the start.
These steps may be confusing, so you can just open the demo scene and copy & paste :D
You can also remove EasyObjPool and use your pool instead.
- Prepare cell prefabs
- The cell needs
Layout Element
attached and preferred width/height - You should add a script receiving message
void ScrollCellIndex (int idx)
- The cell needs
- Right click in Hierarchy and click UI/Loop Horizontal Scroll Rect or UI/Loop Vertical Scroll Rect. It is the same for these two in the Component Menu.
- Init in Start: call Refill cells automatically when Start
- Prefab Pool: the EasyObjPool gameObject
- Prefab Pool Name: the corresponding pool in step 1
- Total Count: How many cells are available (index: 0 ~ TotalCount-1)
- Threshold: How many additional pixels of content should be prepared before start or after end?
- ReverseDirection: If you want scroll from bottom or right, you should toggle this
- Clear Cells: remove existing cells and keep uninitialized
- Refill Cells: initialize and fill up cells
If you need scroll from top or left, setting content's pivot to 1 and disable ReverseDirection. Otherwise, you should set 0 to pivot and enable ReverseDirection (I have made VerticalScroll_Reverse
in the demo scene as reference).
I highly suggests you trying these parameters by hand. More details can be found in the demo scene.