texture | Texture from which to obtain the sprite graphic. |
rect | Rectangular section of the texture to use for the sprite. |
pivot | Sprite's pivot point relative to its graphic rectangle. |
pixelsPerUnit | The number of pixels in the sprite that correspond to one unit in world space. |
extrude | Amount by which the sprite mesh should be expanded outwards. |
meshType | Controls the type of mesh generated for the sprite. |
border | The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). |
generateFallbackPhysicsShape | Generates a default physics shape for the sprite. |
Create a new Sprite object.
Sprite.Create creates a new Sprite which can be used in game applications.
A texture needs to be loaded and assigned to Create in order to control how the
new Sprite will look. In the script example below a new Sprite is displayed
when the button is pressed. The new sprite is created in Start.
The second argument rect
defines the sub-texture used. The rect
argument is defined in
pixels of the texture. A Rect(50.0f, 10.0f, 200.0f, 140.0f) would create a left to right
range from 50.0f to 50.0f + 200.0f = 250.0f. The bottom to top range would be 10.0f to
10.0f + 140.0f = 150.0f.
The third argument pivot
determines what becomes the center
of the Sprite. This is a Vector2
and is specified in pixels. These
are relative to the size generated by rect
. The pixelsPerUnit value controls
the size of the sprite. Reducing this below 100 pixels per world increases the size of
the sprite. The extrude
value defines the number of pixels which surround the Sprite
.
This is useful if the Sprite is included in an atlas. meshType
selects whether
FullRect
or Tight
is used. Finally border
determines the rectangle size of the
Sprite. The Sprite can be provided spaces around it.
See Also: SpriteRenderer class.
#pragma strict // Create a Sprite at start-up. // Assign a texture to the sprite when the button is pressed. public class spriteCreate extends MonoBehaviour { public var tex: Texture2D; private var mySprite: Sprite; private var sr: SpriteRenderer; function Awake() { sr = gameObject.AddComponent.<SpriteRenderer>() as SpriteRenderer; sr.color = new Color(0.9f, 0.9f, 0.9f, 1.0f); transform.position = new Vector3(1.5f, 1.5f, 0.0f); } function Start() { mySprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f); } function OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Add sprite")) { sr.sprite = mySprite; } } }
// Create a Sprite at start-up. // Assign a texture to the sprite when the button is pressed.
using UnityEngine;
public class spriteCreate : MonoBehaviour { public Texture2D tex; private Sprite mySprite; private SpriteRenderer sr;
void Awake() { sr = gameObject.AddComponent<SpriteRenderer>() as SpriteRenderer; sr.color = new Color(0.9f, 0.9f, 0.9f, 1.0f);
transform.position = new Vector3(1.5f, 1.5f, 0.0f); }
void Start() { mySprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f); }
void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Add sprite")) { sr.sprite = mySprite; } } }