Explore the properties and settings you use to configure spritesA 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 and convert a texture into multiple sprites.
Note: This page is about the default Sprite Editor tab in the Sprite Editor window. For information about other tabs such as Custom Outline and SkinningThe process of binding bone joints to the vertices of a character’s mesh or ‘skin’. Performed with an external tool, such as Blender or Autodesk Maya. More info
See in Glossary Editor, refer to Sprite Editor.
| Property | Icon | Description |
|---|---|---|
| Window name | N/A | Sets the tab to display in the Sprite Editor window. The options are:
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| Change Shape | N/A | Hides or reveals the Sides overlay in the main area. This button is available only if the Sprite Mode of the texture is set to Polygon. For more information, refer to the Main area section. |
| Slice | N/A | Enables the Slice overlay that allows you to automatically slice a texture into multiple sprites. This option is available only if you set the Sprite Mode of the texture to Multiple. For more information, refer to the Slice overlay section. |
| Trim | N/A | Resizes the selected sprite so it fits tightly around the edge of the opaque part of the texture. This property is available only if the Sprite Mode of the texture is set to Multiple. |
| Locks | Locks editing the properties of all the sprites. The options are:
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| Preview | Previews your changes 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 view. |
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| Revert | N/A | Discards your changes. |
| Apply | N/A | Saves your changes. |
| Color | Toggles between displaying the color channels of the texture and its alpha channel. | |
| Zoom | N/A | Sets the zoom level at which to display the texture. |
| Mipmap level | Sets the mipmap level of the texture to display. The slider ranges from the lowest resolution mipmap level on the left to the highest resolution mipmap level on the right. This property is available only if the texture has mipmap levels. |
The main area of the Sprite Editor window displays the texture. Each individual sprite in the texture displays as a white outline, also known as a SpriteRect.
Left-click a sprite to select it.
Unity displays the following:
Unity displays the following properties if the Sprite Mode of the texture is set to Polygon.
| Property | Description |
|---|---|
| Sides | The number of sides the polygon has. To change the number of sides, enter a new value and select Change. This property is available only if the Sprite Mode of the texture is set to Polygon. |
| Change | Updates the polygon to have the number of sides set in Sides. |
Select the Slice overlay to display and set the properties for creating multiple sprites from a single texture.
| Property | Description |
|---|---|
| Slice on Import | Slices the texture again automatically when it changes externally and Unity reimports it. If you enable this property, the recommended best practice is to set Method to either Smart or Safe, to make sure Unity keeps existing sprites. |
| Type | Selects the slicing method. The options are:
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| Column & Row | Sets the number of rows and columns in the sliced texture. This property is available only if you set Type to Grid By Cell Count. |
| 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 |
Sets the width and height of each sprite in pixels. This property is available only if you set Type to Grid By Cell Size or Isometric Grid. |
| Offset | Adjusts the sprite grid along the x-axis and y-axis. This property is available only if you set Type to an option other than Automatic. |
| Padding | Sets the amount of space to add between sprites in pixels. This property is available only if you set Type to Grid By Cell Size or Grid By Cell Count. |
| Keep Empty Rects | Keeps sprites that have no opaque pixels. Use this option to organize sprites based on their position in the texture. This property is available only if you set Type to an option other than Automatic. |
| Is Alternate | If you set Type to Isometric Grid, this property staggers the isometric diamonds across alternate rows. Unity assumes the first diamond in the top row starts half a pixel from the left side. |
| Pivot | Sets the position of the points Unity uses for transformations such as rotation. Select Custom to set a custom pivot point. |
| Pivot Unit Mode | Sets the units the Custom Pivot parameter uses. The options are:
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| Custom Pivot | Sets the positions of the pivot point if you set Pivot to Custom. Right-click on the Custom Pivot label to copy or paste values. |
| Method | Keeps or deletes the existing sprites when you select Slice. The options are:
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| Slice | Slices the texture according to the settings. |
Select a sprite to display and set its properties in the Sprite overlay.
| Property | Description |
|---|---|
| Name | Sets the name of the sprite. |
| Position | Sets the area of the texture to use as the sprite. The properties are:
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| Border | Sets the border to use for 9-slicing. Unity displays the border as a green outline in the Scene view. The properties are:
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| Pivot | Sets the position of the point Unity uses for transformations such as rotation. Select Custom to set a custom pivot point. |
| Pivot Unit Mode | Sets the units the Custom Pivot parameter uses. The options are:
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| Custom Pivot | Sets the positions of the pivot point if you set Pivot to Custom. The units depend on Pivot Unit Mode. Right-click on the Custom Pivot label to copy or paste values. |