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 Renderer component renders 2D sprite textures in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
Using the Sprite RendererA component that lets you display images as Sprites for use in both 2D and 3D scenes. More info
See in Glossary, you can adjust the color of a sprite, manage flipping options, and define rendering properties.
Value | Description |
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Sprite | Define which sprite texture the component should render. Click the circle icon to the right to open the object picker window, and select from the list of available sprite assets. |
Open Sprite Editor | Click this button to open the Sprite Editor window to edit the currently selected sprite. - Note: If the 2D Sprite package isn’t installed, a button to install the 2D Sprite package will be available instead. |
Color | Define the vertex color of the sprite, which tints or recolors the Sprite’s image. Use the color picker to set the vertex color of the rendered sprite texture. See the Change the color of a sprite section for examples. |
Flip | Flip the sprite texture along the checked axis. This doesn’t flip the Transform position of the GameObject. |
Draw Mode | Define how the sprite scales when its dimensions change. Select one of the following options from the drop-down box.
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Mask Interaction | Set how the Sprite Renderer behaves when interacting with a Sprite MaskA texture which defines which areas of an underlying image to reveal or hide. More info See in Glossary. See examples of the different options in the Mask Interaction section.
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Sprite Sort Point | Choose between the Sprite’s Center or its Pivot Point when calculating the distance between the sprite and the camera. See the section on Sprite Sort Point for further details.
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Material | Select the material for newly created sprites. The default material is - sprites - Default. Click the circle icon to open the object picker window and select other materials. - Tip: Lighting doesn’t affect this default sprite material. To have the sprite react to lighting, use the object picker window and select the - Default - Diffuse material instead. |
Value | Description |
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Sorting Layer | Set the Sorting Layer of the sprite, which controls its priority during rendering. Select an existing Sorting Layer from the drop-down box, or create a new Sorting Layer.
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Order in Layer | Set the render priority of the sprite within its Sorting Layer. Lower-numbered sprites are rendered first, with higher-numbered sprites overlapping those below. |