Version: 2017.1
public static Sprite Create (Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit= 100.0f, uint extrude= 0, SpriteMeshType meshType= SpriteMeshType.Tight, Vector4 border= Vector4.zero);

Parámetros

texture Textura desde la cual se obtiene el gráfico del sprite.
rect Sección rectangular de la textura a utilizar para el sprite.
pivot Punto de pivote del Sprite relativo al rectángulo del gráfico.
pixelsPerUnit La cantidad de pixeles en el sprite que corresponden a una unidad en el espacio del mundo.
extrude Cantidad por la cual el mesh del sprite debe ser expandido hacia el exterior.
meshType Tipo de control del mesh generado para el sprite.
border Los tamaños del borde del sprite (X=izquierda, Y=abajo, Z=derecha, W=arriba).

Descripción

Crea un nuevo objeto Sprite.

Sprite.Create creates a new Sprite which can be used in game applications. A texture needs to be loaded and assigned to 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 and is specified in pixels. These are relative to the size generated by rect. 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 rectangle size of the Sprite. The Sprite can be provided spaces around it.

See Also: SpriteRenderer class.

// Create a Sprite at start-up.
// 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; } } }