The following table describes the 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 asset properties:
Property | Description | |
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Update Sprite Asset | Sync the sprite asset with the latest Sprite Editor changes. | |
Sprite AtlasA utility that packs several sprite textures tightly together within a single texture known as an atlas. More info See in Glossary |
A reference to the sprite asset’s source texture. | |
Default Material | A reference to the sprite asset’s material, which it uses to render sprites. | |
Fallback Sprite Asset List | When a glyph doesn’t exist in this sprite asset, TextCore searches the fallback sprite assets list for the missing glyph. This is the local fallback list. The local fallback list has precedence over the global fallback list set in the UITK Text Settings asset. You can add or remove a sprite asset in the fallback list. You can also drag the handles on the left side of any sprit asset to reorder the list. | |
Sprite Character Table | Manage the sprites in this asset. Click a sprite to make it active. Click Up or Down to move the sprite up or down in the list. To move the sprite to a specific position, enter the index ID of the position in the text field and then click Goto to move the sprite to that position in the list. Note: Moving a sprite updates its index ID and the index IDs of all preceding sprites accordingly. Click + to add a copy of the sprite to the list. Click - to remove the sprite from the list. |
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Index | Unique index ID for the sprite, based on its position in the list. You can use it to reference the sprite in the <sprite> rich text tag. |
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Unicode | Unicode for the sprite. For more information, refer to Assign and use Unicode for a sprite. | |
Name | Unique name for the sprite. You can use it to reference the sprite in the <sprite> rich text tag. |
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Sprite Glyph Rect | Manage the glyphs in this asset. | |
X, Y, W, H | Rectangular area that the character occupies in the sprite atlas. | |
Sprite Metrics | Metrics for the sprite. | |
W | The width of the sprite. | |
H | The height of the sprite. | |
BX, BY | Stand for “Bearing X” and “Bearing Y,” which define the horizontal and vertical offsets from the glyph bounding box’s origin to the start of the drawings. | |
AD | Horizontal advance refers to the distance from the hozitontal origin of the glyph to the start of the next glyph. | |
Global Offsets & Scale | Offsets and scale settings for all sprites in the asset. | |
OX, OY | Control the placement of the sprite, defined at its top-left corner relative to its origin on the baseline. | |
ADV | How far to advance along the baseline to place the next sprite. | |
SF | Adjust the size of the sprite. |