texture | The Texture to obtain the Sprite graphic from. |
rect | The rectangular section of the Texture to use for the Sprite. |
pivot | The 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 | The amount by which the Sprite mesh should be expanded outwards. |
meshType | The type of mesh that is generated for the Sprite. |
border | The border sizes of the Sprite (X=left, Y=bottom, Z=right, W=top). |
generateFallbackPhysicsShape | Whether to generate a default physics shape for the Sprite. |
secondaryTextures | The Secondary Texture properties to be used by the created 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 Sprite.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
relative to the rect
where Vector2(0.0f, 0.0f) is the bottom
left and Vector2(1.0f, 1.0f) is the top right. 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 slicing of the Sprite and
is usually used to define Sprite tiling behaviour. The values are in pixel units.
Additional resources: SpriteRenderer class.
// Create a Sprite at startup. // 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; } } }
The following code example shows how to create a Sprite at startup with Secondary Texture properties.
using UnityEngine;
// Create a Sprite at startup with Secondary Textures properties
public class ExampleClass : MonoBehaviour { void Start() { var texture = new Texture2D(64, 64); var secondaryTexture1 = new Texture2D(64, 64); var secondaryTexture2 = new Texture2D(64, 64); var secondaryTexture3 = new Texture2D(64, 64); var secondarySpriteTexture = new[] { new SecondarySpriteTexture() { name = "_SecondaryTexture1", texture = secondaryTexture1 }, new SecondarySpriteTexture() { name = "_SecondaryTexture2", texture = secondaryTexture2 }, new SecondarySpriteTexture() { name = "_SecondaryTexture3", texture = secondaryTexture3 } };
var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100, 0, SpriteMeshType.FullRect, Vector4.zero, false, secondarySpriteTexture); int spriteSecondaryTextureCount = sprite.GetSecondaryTextureCount(); } }