https://github.com/qiankanglai/loopscrollrect
These scripts will make your UGUI ScrollRect reusing cells, to improve performance, loading time and draw calls.
https://github.com/qiankanglai/loopscrollrect
ugui unity3d
Last synced: 9 months ago
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These scripts will make your UGUI ScrollRect reusing cells, to improve performance, loading time and draw calls.
- Host: GitHub
- URL: https://github.com/qiankanglai/loopscrollrect
- Owner: qiankanglai
- License: mit
- Created: 2015-08-12T16:02:00.000Z (over 10 years ago)
- Default Branch: master
- Last Pushed: 2025-04-24T12:23:58.000Z (10 months ago)
- Last Synced: 2025-05-08T04:36:43.518Z (9 months ago)
- Topics: ugui, unity3d
- Language: C#
- Homepage: http://qiankanglai.me/2015/08/15/LoopScrollRect/
- Size: 6.18 MB
- Stars: 2,469
- Watchers: 86
- Forks: 488
- Open Issues: 7
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
- License: LICENSE
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README
# Loop Scroll Rect
[](https://openupm.com/packages/me.qiankanglai.loopscrollrect/)
[](https://opensource.org/licenses/MIT)
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](http://qiankanglai.me/2015/08/15/LoopScrollRect/)。
## Installation
Open Package Manager and Add package from git URL `https://github.com/qiankanglai/LoopScrollRect.git`.
With [OpenUPM](https://openupm.com/), just one command `openupm add me.qiankanglai.loopscrollrect`.
With older Unity version, just clone the repo and put into `Assets/`.
## Demo
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

## Introduction
The original idea comes from @ivomarel's [InfinityScroll](https://github.com/ivomarel/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](https://bitbucket.org/Unity-Technologies/ui) 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.
## Example
Please refer to `InitOnStart.cs` for quick example implmentation. It's high recommended for implmentating your own cache pool.
### Infinite Version
If you need scroll infinitely, you can simply set `totalCount` to a negative number.
### Quick Jump
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.
## Example: Loop Vertical Scroll Rect
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) `

- 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.