The Image control displays a non-interactive image to the user. You can use this for purposes such as decorations or icons, and you can change the image from a script to reflect changes in other controls. The control is similar to the Raw ImageA Visual UI Component that displays a non-interactive image to the user. This can be used for decoration, icons, and so on, and the image can also be changed from a script to reflect changes in other controls. More info
See in Glossary control, but offers more options for animating the image and accurately filling the control rectangle. However, the Image control requires its Texture to be a SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary, while the Raw Image can accept any Texture.
|Source Image||The Texture that represents the image to display (which must be imported as a Sprite).|
|Color||The color to apply to the image.|
|MaterialAn asset that defines how a surface should be rendered. More info
See in Glossary
|The Material to use for rendering the image.|
|Raycast Target||Enable Raycast Target if you want Unity to consider the image a target for raycasting.|
|Preserve Aspect||Ensure the image retains its existing dimension.|
|Set Native Size||Set the dimensions of the image box to the original pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary size of the Texture.
You must import the image to display as a Sprite to work with the Image control.