Version: 2019.2
LanguageEnglish
  • C#

Sprite.vertices

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public Vector2[] vertices;

Description

Returns a copy of the array containing sprite mesh vertex positions.

// Obtain the vertices from the script and modify the position of one of them. Use OverrideGeometry() for this.
//Attach this script to a Sprite GameObject
//To see the vertices changing, make sure you have your Scene tab visible while in Play mode.
//Press the "Draw Debug" Button in the Game tab during Play Mode to draw the shape. Switch back to the Scene tab to see the shape.

using UnityEngine;

public class Example : MonoBehaviour { private SpriteRenderer m_SpriteRenderer; private Rect buttonPos1; private Rect buttonPos2;

void Start() { m_SpriteRenderer = gameObject.GetComponent<SpriteRenderer>(); buttonPos1 = new Rect(10.0f, 10.0f, 200.0f, 30.0f); buttonPos2 = new Rect(10.0f, 50.0f, 200.0f, 30.0f); }

void OnGUI() { //Press this Button to show the sprite triangles (in the Scene tab) if (GUI.Button(buttonPos1, "Draw Debug")) DrawDebug(); //Press this Button to edit the vertices obtained from the Sprite if (GUI.Button(buttonPos2, "Perform OverrideGeometry")) ChangeSprite(); }

// Show the sprite triangles void DrawDebug() { Sprite sprite = m_SpriteRenderer.sprite;

ushort[] triangles = sprite.triangles; Vector2[] vertices = sprite.vertices; int a, b, c;

// draw the triangles using grabbed vertices for (int i = 0; i < triangles.Length; i = i + 3) { a = triangles[i]; b = triangles[i + 1]; c = triangles[i + 2];

//To see these you must view the game in the Scene tab while in Play mode Debug.DrawLine(vertices[a], vertices[b], Color.red, 100.0f); Debug.DrawLine(vertices[b], vertices[c], Color.red, 100.0f); Debug.DrawLine(vertices[c], vertices[a], Color.red, 100.0f); } }

// Edit the vertices obtained from the sprite. Use OverrideGeometry to // submit the changes. void ChangeSprite() { //Fetch the Sprite and vertices from the SpriteRenderer Sprite sprite = m_SpriteRenderer.sprite; Vector2[] spriteVertices = sprite.vertices;

for (int i = 0; i < spriteVertices.Length; i++) { spriteVertices[i].x = Mathf.Clamp( (sprite.vertices[i].x - sprite.bounds.center.x - (sprite.textureRectOffset.x / sprite.texture.width) + sprite.bounds.extents.x) / (2.0f * sprite.bounds.extents.x) * sprite.rect.width, 0.0f, sprite.rect.width);

spriteVertices[i].y = Mathf.Clamp( (sprite.vertices[i].y - sprite.bounds.center.y - (sprite.textureRectOffset.y / sprite.texture.height) + sprite.bounds.extents.y) / (2.0f * sprite.bounds.extents.y) * sprite.rect.height, 0.0f, sprite.rect.height);

// Make a small change to the second vertex if (i == 2) { //Make sure the vertices stay inside the Sprite rectangle if (spriteVertices[i].x < sprite.rect.size.x - 5) { spriteVertices[i].x = spriteVertices[i].x + 5; } else spriteVertices[i].x = 0; } } //Override the geometry with the new vertices sprite.OverrideGeometry(spriteVertices, sprite.triangles); } }