$begingroup$
Inside the script code of the the hero(object) I want add the possibility to change its sprite.
So the player hits the space button and the sprite changes into the other sprite already added to the project.
Can you provide me a sample code to do this?
asked Apr 1, 2014 at 3:05
$endgroup$
1
$begingroup$
The code has been commented for you. Enjoy.
public Sprite sprite1; // Drag your first sprite here
public Sprite sprite2; // Drag your second sprite here
private SpriteRenderer spriteRenderer;
void Start ()
{
spriteRenderer = GetComponent<SpriteRenderer>(); // we are accessing the SpriteRenderer that is attached to the Gameobject
if (spriteRenderer.sprite == null) // if the sprite on spriteRenderer is null then
spriteRenderer.sprite = sprite1; // set the sprite to sprite1
}
void Update ()
{
if (Input.GetKeyDown (KeyCode.Space)) // If the space bar is pushed down
{
ChangeTheDamnSprite (); // call method to change sprite
}
}
void ChangeTheDamnSprite ()
{
if (spriteRenderer.sprite == sprite1) // if the spriteRenderer sprite = sprite1 then change to sprite2
{
spriteRenderer.sprite = sprite2;
}
else
{
spriteRenderer.sprite = sprite1; // otherwise change it back to sprite1
}
}
You need to have a sprite renderer attached to your GameObject.
Create a new C# Script and attach to it a GameObject. Paste the code in between the parenthesis… I’m sure you can figure it out from there
answered Apr 1, 2014 at 5:52
SavlonSavlon
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$begingroup$
Inside the script code of the the hero(object) I want add the possibility to change its sprite.
So the player hits the space button and the sprite changes into the other sprite already added to the project.
Can you provide me a sample code to do this?
asked Apr 1, 2014 at 3:05
$endgroup$
1
$begingroup$
The code has been commented for you. Enjoy.
public Sprite sprite1; // Drag your first sprite here
public Sprite sprite2; // Drag your second sprite here
private SpriteRenderer spriteRenderer;
void Start ()
{
spriteRenderer = GetComponent<SpriteRenderer>(); // we are accessing the SpriteRenderer that is attached to the Gameobject
if (spriteRenderer.sprite == null) // if the sprite on spriteRenderer is null then
spriteRenderer.sprite = sprite1; // set the sprite to sprite1
}
void Update ()
{
if (Input.GetKeyDown (KeyCode.Space)) // If the space bar is pushed down
{
ChangeTheDamnSprite (); // call method to change sprite
}
}
void ChangeTheDamnSprite ()
{
if (spriteRenderer.sprite == sprite1) // if the spriteRenderer sprite = sprite1 then change to sprite2
{
spriteRenderer.sprite = sprite2;
}
else
{
spriteRenderer.sprite = sprite1; // otherwise change it back to sprite1
}
}
You need to have a sprite renderer attached to your GameObject.
Create a new C# Script and attach to it a GameObject. Paste the code in between the parenthesis… I’m sure you can figure it out from there
answered Apr 1, 2014 at 5:52
SavlonSavlon
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Although it’s a simple thing to do, changing a Sprite at runtime in Unity is a question that’s asked surprisingly often.
This may simply be because each developer’s specific needs are different, so it’s not always clear which method is the best or is the most efficient.
However, if you’ve ever tried to load all of the Sprites from a Sprite Sheet into an array from a script, or if you’ve tried to load a Sprite by its filename, what appears to be a simple task can quickly become confusing.
Especially for a beginner, like me.
But don’t worry…
There are several different uses and multiple methods available for changing sprites at runtime. So I’ve done a little digging and will be exploring each of them, along with their benefits and drawbacks, so that you can more confidently choose which one to use.
Here’s what you’ll learn in this post:
- How to change a single Sprite from script
- How to load Sprite from a Sprite Sheet into a Sprite Array (2 methods)
- How to load Sprites by filename (using the Resources folder)
- How to load Sprites by file path (using Addressable Assets)
- 3 Examples for changing a Sprite from a Sprite Array
Let’s start with the basics…
To change a Sprite from a script in Unity, create a reference variable to hold the new Sprite. Then set the Sprite property of the Sprite Renderer Component on the Game Object you wish to change to match the new, replacement Sprite.
In scripting, it looks like this:
public SpriteRenderer spriteRenderer;
public Sprite newSprite;
void ChangeSprite()
{
spriteRenderer.sprite = newSprite;
}
In the inspector select the new Sprite that you want to use by dragging it into the field or by using the circle select button.
Select the new Sprite by dragging it into the field or by using Circle Select.
Make sure to also set the Sprite Renderer reference in the Inspector, otherwise you’ll get an error.
Alternatively, if the script is on the same Game Object, you can easily get it by using Get Component in Start.
void Start()
{
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
}
Then, when you want to change the Sprite, just call the Change Sprite function.
Like in this example if the Left Mouse Button is clicked:
void Update()
{
if(Input.GetMouseButtonDown(0))
{
ChangeSprite(newSprite);
}
}
The example will easily change a Sprite Renderer’s existing sprite to use a different one instead. But what if you want to change to one of a number of different Sprites?
What if you have multiple Sprites, such as Slices stored in a Sprite Sheet, and you want to switch to one of them, or all of them in order, or a random Sprite, all from a script?
How to change a Sprite from a Sprite Sheet in Unity
Changing a Sprite to another image from a Sprite Sheet can be done using a similar method as changing a single Sprite.
What’s different is that, in this case, the method of loading the Sprites is different, as you’ll be storing multiple Sprites in an array and retrieving the one that you want with an index.
Creating a Sprite array is simple, just add brackets to the Sprite variable to declare it as an array.
Like this:
public Sprite[] spriteArray;
Next we need to add the Sprites to the array.
There are two main ways of doing this. We’ll start with the simplest method first, which is the manual method.
Method #1. The Manual Method
This method works in much the same way as changing a single Sprite, by manually dragging the Sprites to your array in the Inspector.
Drag multiple Sprites to the Sprite array to automatically add them.
It helps to lock the inspector window when doing this, as it’s very easy to accidentally switch to the import settings of the file you’re trying to drag across.
Locking the Inspector makes it easier to add Sprites to the array.
Once the Sprites are loaded into the array you’ll be able to retrieve them using their index, like this:
void ChangeSprite()
{
spriteRenderer.sprite = spriteArray[0];
}
Simply pass in the array element number in the square brackets that corresponds with the Sprite you wish to switch to.
To check which Sprite is assigned to which element, click the array dropdown in the Inspector.
When to use the manual method
The Manual Method is the simplest way to switch between multiple Sprites and is ideal if you are able to assign the sprites you’re going to use manually in the Inspector. For example, when using a Prefab.
But, what if you want to access Sprites entirely from scripting, without getting a reference to them first?
Well, as it turns out, there is a way to access Sprites from a script by their filename automatically.
Method #2. The Automatic Method
The Automatic Method allows you to access individual Sprites, or even a set of Sprites from a Sprite Sheet, without needing to get a reference to them in the Inspector.
Instead, by using this method, you will be able to load Sprites into a Scene with their filename from the Resources folder, a special folder that Unity will automatically load assets from (even if they’re not referenced in the Scene).
Normally, this is not how Unity works, as assets are usually identified by assigning references to them (as is the case in the Manual Method). As a result, using this method comes with a few words of caution (more on that later) but, if it works for you and your project, and you understand what you’re doing, here’s how to do it.
Add a folder named Resources anywhere in your Assets directory.
- First, create a new folder inside of your Assets folder called Resources. This can be placed anywhere in your Assets directory.
- Next place the Sprites into the Resources folder.
- Lastly, from a script, load the Sprite with Resources.Load<Type>(“filename”) passing in a String for the filename (without its extension).
Instead of manually adding the Sprites to the array, we can now, instead, load all of the Sprites associated with a Sprite Sheet by using Load All.
Like this:
void Start()
{
spriteArray = Resources.LoadAll<Sprite>("BirdHeroSprite");
}
In the example above I’ve loaded every file of the type Sprite found in the BirdHeroSprite Texture, which is essentially a directory from which all the Slices are loaded.
While extremely useful, the Resources folder should be used with caution.
Reasons you shouldn’t use the Resources folder
Despite offering a useful option for loading assets, using the Resources folder is, generally, not recommended, as it’s not good practice.
But why?
The main reasons you should avoid using the Resources folder in Unity include:
- Increased memory usage and a bigger application size: as everything inside the Resources folder is packaged and loaded, whether you need it or not.
- Assets are more difficult to manage: as using filename paths can make it more likely that a connection will be broken if a file name or string is changed.
- Longer loading and startup time: as, if you’re using a large number of assets, the operation to load them all takes exponentially longer as more and more is added to the Resources folder. In extreme cases (think thousands of assets) this can add multiple seconds to the startup time of applications to load assets that are not initially required (source).
So, while more experienced developers will no doubt understand the risks of using this special folder, and will be able to work around issues like these easily, it’s worth knowing that the general advice is not to use the Resources folder wherever possible.
So… wait, hang on…
If the Resources folder isn’t recommended, then why does it exist? And what’s the right way to use it?
When it’s OK to use the Resources folder
According to Unity, there are a couple of use cases for which the Resources folder is particularly useful:
- Prototyping – Where performance is less important than being able to rapidly create ideas. In this case, the flexibility of the Resources folder can be extremely helpful and outweighs the performance hit.
- Minor Uses – Using relatively few assets, that are not memory intensive, and are unlikely to change between platforms is much less likely to cause you significant issues.
Generally speaking, if your game is small or performance is not (yet) critical to your project, then using the Resources folder isn’t necessarily a problem. For more information on what Unity considers to be best practice when using the Resources folder, see this tutorial.
So what can you do if you want to load a Sprite by its filename, without using the Resources folder?
Well, what if I told you that there is an option that leverages the flexibility of the Resources folder but without the potential drawbacks.
How to load a Sprite from a script by filename (using Addressable Assets)
This method requires a little extra work to set up, but it allows you to load assets into a Scene with a filename and without the drawbacks of the Resources folder.
What are Addressable Assets in Unity?
[su_quote]The Addressable Asset system provides an easy way to load assets by “address”. It handles asset management overhead by simplifying content pack creation and deployment. The Addressable Asset system uses asynchronous loading to support loading from any location with any collection of dependencies. Whether you use direct references, traditional asset bundles, or Resource folders for asset management, Addressable Assets provide a simpler way to make your game more dynamic.[/su_quote]
Unity3d.com – Source
How to change a Sprite from a Sprite Sheet in scripting using Addressable Assets in Unity:
- Select Window > Package Manager and install the Addressable Assets package from the Package Manager (this requires Unity 2018.3 or later).
- Next select Window > Asset Management > Addressables > Groups to open the Addressables Groups Window.
- Click the button labelled Create Addressable Settings, this will create a default Addressable Group.
- In the Project Folder, select the Texture containing the Sprites you want to use and, in the Inspector, check the Addressable checkbox. This will reveal the asset’s Addressable Path, which you’ll need for the script.
- The file should now have been added to the default Addressable Group.
The asset is now Addressable and can be accessed from a script without a reference.
Using Addressable Assets after using the Resources folder
If you were already using the Resources folder, you may have noticed the Resources directory, and its files, in the Groups Window alongside the Addressable Group. If so, dragging those assets to the Addressable Group will automatically mark them Addressable and move them into a new folder for you (as they can’t stay in Resources for this to work).
How to fix the Invalid Key Exception Error when using Addressable Assets
Depending on your version of Unity, the path that is assigned to the asset may continue to match the string that was being used for the Resources folder value (e.g. BirdHeroSprite, without a folder path or a file extension).
However, if you’re getting an Invalid Key Exception error be sure to check that the Addressable Path (displayed next to the asset’s Addressable Checkbox) matches the value you’re using in the script.
How to access Addressable Sprite Assets from a Script
Now that the Sprites are addressable it’s possible to load them from a script, without a reference. Here’s how to do it:
First, add the following two namespaces to the top of the script. These are required for the Addressable features and loading operations to work properly.
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
You can add them below the existing namespace declarations, using UnityEngine etc.
Next we need to load the Sprites from the Sprite Sheet, just as we did when using the Resources folder.
This happens in two steps:
- First, load the Sprites using an asynchronous operation.
- When that operation is completed, assign the result to the Sprite Array.
In scripting it looks like this:
public SpriteRenderer spriteRenderer;
public Sprite[] spriteArray;
void Start()
{
AsyncOperationHandle<Sprite[]> spriteHandle = Addressables.LoadAssetAsync<Sprite[]>("Assets/BirdHeroSprite.png");
spriteHandle.Completed += LoadSpritesWhenReady;
}
void LoadSpritesWhenReady(AsyncOperationHandle<Sprite[]> handleToCheck)
{
if(handleToCheck.Status == AsyncOperationStatus.Succeeded)
{
spriteArray = handleToCheck.Result;
}
}
Instead of setting the contents of the array directly, what’s happening here is we’re starting a loading operation and creating a reference to it (the AsyncOperationHandle). Then when the loading is finished, we’re assigning the result to the Array, using the Handle reference to look up what was loaded.
Doing it in this way allows time for the assets to load.
Registering the function LoadSpritesWhenReady to the spriteHandle.Completed event means that, as soon as the assets are finished loading, the function will be called and the Sprites will be assigned to the Array.
While this part of the method could be done in several ways (inside a Coroutine for example), using an action like this avoids having to repeatedly check in Update, which would inefficient, especially since we know it’s only going to happen once.
Although using Addressable Assets requires more work than simply dropping the Sprites into the Resources folder, it’s more efficient, and it’s a much more up to date solution when compared to using the Resources folder.
A comprehensive guide of the Addressable Asset system is beyond the scope of this article but you can view the full Unity documentation here.
Now that you’ve loaded the Sprites into the Array, it’s time to put them to good use.
How to change a Sprite from an array (3 examples)
Once the Sprites are assigned to the array, you can change the Sprite Renderer’s Sprite property using the same function as in the first example. Simply pass in the name of the array and the index of the Sprite.
For example, to switch to the first Sprite in the array would look like this in scripting:
public SpriteRenderer spriteRenderer;
public Sprite[] spriteArray;
void ChangeSprite()
{
spriteRenderer.sprite = spriteArray[0];
}
Or, if you want to switch to a random Sprite simply pass in a random number between zero and the length of the array. Like this:
public SpriteRenderer spriteRenderer;
public Sprite[] spriteArray;
void ChangeSprite()
{
spriteRenderer.sprite = spriteArray[ Random.Range(0, spriteArray.Length)];
}
Lastly, if you want to cycle through each sprite of the array, create an Integer variable to store the last Sprite index. Then increment it every time you change the Sprite:
public SpriteRenderer spriteRenderer;
public Sprite[] spriteArray;
public int currentSprite;
void ChangeSprite()
{
spriteRenderer.sprite = spriteArray[currentSprite];
currentSprite++;
if(currentSprite >= spriteArray.Length)
{
currentSprite = 0;
}
}
You’ll notice in the example above that I’ve added an If Statement. This is to check if the index number has reached the end of the array. This is important as trying to retrieve a Sprite outside of the array’s range will result in an error.
Now it’s your turn
Now that you know a bit more about changing Sprites, how will you use what you’ve learned?
Or perhaps you’re still looking for a different method for changing Sprites?
Or maybe you know of a much better method for managing Sprites and are already using it in your game.
Whatever it is, let me know by leaving a comment below.
Image Attribution
- Icons made by Kiranshastry from www.flaticon.com
- Icons made by itim2101 from www.flaticon.com
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My favourite time-saving Unity assets
Rewired (the best input management system)
Rewired is an input management asset that extends Unity’s default input system, the Input Manager, adding much needed improvements and support for modern devices. Put simply, it’s much more advanced than the default Input Manager and more reliable than Unity’s new Input System. When I tested both systems, I found Rewired to be surprisingly easy to use and fully featured, so I can understand why everyone loves it.
DOTween Pro (should be built into Unity)
An asset so useful, it should already be built into Unity. Except it’s not. DOTween Pro is an animation and timing tool that allows you to animate anything in Unity. You can move, fade, scale, rotate without writing Coroutines or Lerp functions.
Easy Save (there’s no reason not to use it)
Easy Save makes managing game saves and file serialization extremely easy in Unity. So much so that, for the time it would take to build a save system, vs the cost of buying Easy Save, I don’t recommend making your own save system since Easy Save already exists.
Смена спрайта из скрипта
Смена спрайта из скрипта
Здравствуйте все!
Подскажите,пожалуйста, как из скрипта изменить спрайт объекта? Если точнее,то делаю кнопку,при наведении на неё соответственно должна менять картинку.
- rockmagic
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- Сообщения: 7
- Зарегистрирован: 23 июн 2014, 15:55
Re: Смена спрайта из скрипта
Chaz 10 июл 2014, 22:19
- Chaz
- Адепт
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- Зарегистрирован: 07 апр 2012, 11:24
Re: Смена спрайта из скрипта
Левш@ 11 июл 2014, 04:06
Если именно спрайт, то cам спрайт и надо менять видимо, у него нет параметра <texture>.
Решение в соответствующей архитектуре обьекта и кода в несколько строк.
Например — создаешь пустышку, вешаеш на нее колайдер.
Удочеряеш ей 2 спрайта (не нужный — неактивный).
По событиям OnMouse — активируешь деактивируешь соответствующие спрайты.
А проще это через ГУЙ реализовать.
Последний раз редактировалось Левш@ 08 июл 2015, 00:58, всего редактировалось 1 раз.
-
Левш@ - Адепт
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Re: Смена спрайта из скрипта
rockmagic 11 июл 2014, 10:46
Ура,я это сделал.Это делается так:
Используется csharp
public class StGameButSc : MonoBehaviour {
public Sprite[] sprites = new Sprite[2];
void OnMouseEnter()
{
gameObject.GetComponent<SpriteRenderer>().sprite = sprites[1];
}
void OnMouseExit()
{
gameObject.GetComponent<SpriteRenderer>().sprite = sprites[0];
}
}
- rockmagic
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Re: Смена спрайта из скрипта
Cuprum 07 июл 2015, 22:54
А что такое солайдер?
- Cuprum
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Вернуться в Почемучка
Кто сейчас на конференции
Сейчас этот форум просматривают: Google [Bot], Yandex [Bot] и гости: 34
Mifodiy 0 / 0 / 0 Регистрация: 07.04.2016 Сообщений: 3 |
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1 |
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22.10.2018, 13:55. Показов 51069. Ответов 10 Метки image, unity3d, спрайты (Все метки)
День добрый.
__________________
0 |
Storm23 10365 / 5096 / 1824 Регистрация: 11.01.2015 Сообщений: 6,226 Записей в блоге: 34 |
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22.10.2018, 21:54 |
2 |
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Mifodiy, Вот пример:
Этот скрипт вешается на ваш Image.
1 |
0 / 0 / 0 Регистрация: 07.04.2016 Сообщений: 3 |
|
22.10.2018, 22:42 [ТС] |
3 |
Спасибо огромное!
0 |
0 / 0 / 0 Регистрация: 04.07.2016 Сообщений: 6 |
|
11.04.2020, 16:22 |
4 |
Можешь про свой скрипт немного рассказать, просто я сейчас по нажатию хочу поменять картинку, но чет не вдупляю, откуда должны браться сами картинки
0 |
MrFelix 74 / 52 / 25 Регистрация: 08.03.2020 Сообщений: 243 |
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11.04.2020, 16:32 |
5 |
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Врядли он тебе подскажет, ибо тема 2018 года )
Добавлено через 52 секунды Добавлено через 1 минуту
0 |
Katurina 2 / 2 / 0 Регистрация: 01.02.2017 Сообщений: 16 |
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13.04.2020, 19:22 |
6 |
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Картинка должна лежать в папке Assets/Resourses в проекте Unity (та на которую меняешь)
ps При этом надо очень внимательно с именем (одна опечатка и код работать не будет)
0 |
74 / 52 / 25 Регистрация: 08.03.2020 Сообщений: 243 |
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13.04.2020, 19:58 |
7 |
ps При этом надо очень внимательно с именем (одна опечатка и код работать не будет) Вот именно и вам тоже ))
0 |
0 / 0 / 0 Регистрация: 13.12.2020 Сообщений: 1 |
|
13.12.2020, 11:22 |
8 |
Этот скрипт вешается на ваш Image. Можете кто-нибудь объяснить, как повесить скрипт на Image
0 |
250 / 186 / 68 Регистрация: 04.03.2019 Сообщений: 1,010 |
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16.12.2020, 23:44 |
9 |
JordyBordy, просто потянуть скрипт в нужное место.
0 |
0 / 0 / 0 Регистрация: 22.02.2021 Сообщений: 1 |
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22.02.2021, 20:54 |
10 |
Добавлено через 2 минуты
0 |
0 / 0 / 0 Регистрация: 05.02.2022 Сообщений: 1 |
|
05.02.2022, 18:16 |
11 |
это значит, что имя скрипта не совпадает с именем класса
0 |
class in
UnityEngine
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Inherits from:Renderer
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Implemented in:UnityEngine.CoreModule
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Switch to Manual
Description
Renders a Sprite for 2D graphics.
//This example outputs Sliders that control the red green and blue elements of a sprite's color //Attach this to a GameObject and attach a SpriteRenderer componentusing UnityEngine;
public class Example : MonoBehaviour { SpriteRenderer m_SpriteRenderer; //The Color to be assigned to the Renderer’s Material Color m_NewColor;
//These are the values that the Color Sliders return float m_Red, m_Blue, m_Green;
void Start() { //Fetch the SpriteRenderer from the GameObject m_SpriteRenderer = GetComponent<SpriteRenderer>(); //Set the GameObject's Color quickly to a set Color (blue) m_SpriteRenderer.color = Color.blue; }
void OnGUI() { //Use the Sliders to manipulate the RGB component of Color //Use the Label to identify the Slider GUI.Label(new Rect(0, 30, 50, 30), "Red: "); //Use the Slider to change amount of red in the Color m_Red = GUI.HorizontalSlider(new Rect(35, 25, 200, 30), m_Red, 0, 1);
//The Slider manipulates the amount of green in the GameObject GUI.Label(new Rect(0, 70, 50, 30), "Green: "); m_Green = GUI.HorizontalSlider(new Rect(35, 60, 200, 30), m_Green, 0, 1);
//This Slider decides the amount of blue in the GameObject GUI.Label(new Rect(0, 105, 50, 30), "Blue: "); m_Blue = GUI.HorizontalSlider(new Rect(35, 95, 200, 30), m_Blue, 0, 1);
//Set the Color to the values gained from the Sliders m_NewColor = new Color(m_Red, m_Green, m_Blue);
//Set the SpriteRenderer to the Color defined by the Sliders m_SpriteRenderer.color = m_NewColor; } }
Properties
adaptiveModeThreshold | The current threshold for Sprite Renderer tiling. |
color | Rendering color for the Sprite graphic. |
drawMode | The current draw mode of the Sprite Renderer. |
flipX | Flips the sprite on the X axis. |
flipY | Flips the sprite on the Y axis. |
maskInteraction | Specifies how the sprite interacts with the masks. |
size | Property to set/get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.Sliced. |
sprite | The Sprite to render. |
spriteSortPoint | Determines the position of the Sprite used for sorting the SpriteRenderer. |
tileMode | The current tile mode of the Sprite Renderer. |
Public Methods
RegisterSpriteChangeCallback | Registers a callback to receive a notification when the SpriteRenderer’s Sprite reference changes. |
UnregisterSpriteChangeCallback | Removes a callback (that receives a notification when the Sprite reference changes) that was previously registered to a SpriteRenderer. |
Inherited Members
Public Methods
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Checks the GameObject’s tag against the defined tag. |
GetComponent | Returns the component of type if the GameObject has one attached. |
GetComponentInChildren | Returns the Component of type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the Component of type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
GetClosestReflectionProbes | Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. |
GetMaterials | Returns all the instantiated materials of this object. |
GetPropertyBlock | Get per-Renderer or per-Material property block. |
GetSharedMaterials | Returns all the shared materials of this object. |
HasPropertyBlock | Returns true if the Renderer has a material property block attached via SetPropertyBlock. |
ResetBounds | Reset custom world space bounds. |
ResetLocalBounds | Reset custom local space bounds. |
SetPropertyBlock | Lets you set or clear per-renderer or per-material parameter overrides. |
Static Methods
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
Operators
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Messages
OnBecameInvisible | OnBecameInvisible is called when the object is no longer visible by any camera. |
OnBecameVisible | OnBecameVisible is called when the object became visible by any camera. |