Version: Unity 6.6 Alpha (6000.6)
Language : English
Sprite asset reference
Sprite Editor window reference

Sprite Renderer component reference

Explore the properties you can use to customize how Unity renders 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
in the 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
.

Property Description
Sprite Sets the sprite Unity renders. To select a sprite, drag a sprite asset from the Project window, or select the picker ().
Open Sprite Editor Opens the sprite texture in the Sprite Editor window. For more information, refer to Sprite Editor window reference.
Color Tints the sprite with the selected color. Set the color to white to render without a tint.
Flip Mirrors the texture along the x-axis or the y-axis. Enabling this property doesn’t move or mirror the location of the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
.
Draw Mode Determines how Unity scales the sprite texture. The options are:
  • Simple: Scales the entire sprite uniformly. This is the default.
  • Sliced: Stretches the center and edges of the sprite but keeps the corners at their original size. Use this option only if you 9-slice the sprite.
  • Tiled: Repeats the sprite texture to fill the new dimensions of the sprite. Use this option only if you 9-slice the sprite. For more information, refer to the Draw Mode properties section.
Mask Interaction Set how a sprite maskA texture which defines which areas of an underlying image to reveal or hide. More info
See in Glossary
affects this sprite. The options are:
  • None: Ignores sprite masks.
  • Visible Inside Mask: Renders only the parts of the sprite that overlap with the sprite mask.
  • Visible Outside Mask: Renders only the parts of the sprite that don’t overlap with the sprite mask.
Sprite Sort Point Sets which point on the sprite Unity uses to calculate its distance on the camera, which affects render order during sorting. The options are:
Material Sets the material for the sprite. The default material is Sprite-Lit-Default. To set the material, drag a material from the Project window, or select the picker ().

Draw Mode properties

The following properties are available when you set the Draw Mode to Sliced or Tiled.

Property Description
Size Sets the size of the sprite.
Tile Mode Sets how Unity repeats, or tiles, the texture across the resized sprite. This property is available only if you set Draw Mode to Tiled. The options are:
  • Continuous: Doesn’t stretch the texture. The tiles at the edges might use cropped parts of the texture.
  • Adaptive: Stretches the center of the texture until the width or height reaches the Stretch Value, at which point it repeats. Each tile always uses the full texture.
Stretch Value Sets the width or height at which the sprite texture stops stretching and repeats instead. A value of 1 for Stretch Value means the center of the sprite repeats when the sprite is twice its original size. A lower value means the sprite repeats less often.

Additional Settings

Property Description
Sorting Layer Sets which layer the sprite belongs to, which determines when Unity renders it. Unity renders layers in the order of the list in the Tags and layers window. Select an existing layer, or select Add Layer to add a new sorting layer. For more information, refer to Change the sorting order of 2D GameObjects.
Order in Layer Sets which sublayer the sprite belongs to within its Sorting Layer. Unity renders lower values before higher values. For more information, refer to Change the sorting order of 2D GameObjects.
Rendering Layer MaskA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. More info
See in Glossary
Sets which rendering layers this GameObject belongs to. For more information, refer to Rendering Layers in URP.

Additional resources

Sprite asset reference
Sprite Editor window reference