![]() Select the new Sprite by dragging it into the field or by using Circle Select. 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. In scripting, it looks like this: public SpriteRenderer spriteRenderer Then set the Sprite property of the Sprite Renderer Component on the Game Object you wish to change to match the new, replacement Sprite. To change a Sprite from a script in Unity, create a reference variable to hold the new Sprite. Let’s start with the basics… How to change a Sprite from a script in Unity 3 Examples for changing a Sprite from a Sprite Array.How to load Sprites by file path (using Addressable Assets).How to load Sprites by filename (using the Resources folder).How to load Sprite from a Sprite Sheet into a Sprite Array (2 methods).How to change a single Sprite from script.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. There are several different uses and multiple methods available for changing sprites at runtime. 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. 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. You must import the image to display as a Sprite to work with the Image control.Although it’s a simple thing to do, changing a Sprite at runtime in Unity is a question that’s asked surprisingly often. More info See in Glossary size of the Texture. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. Set the dimensions of the image box to the original pixel The smallest unit in a computer image. More info See in Glossary the image.Įnable Raycast Target if you want Unity to consider the image a target for raycasting.Įnsure the image retains its existing dimension. By default, the main camera in Unity renders its view to the screen. The Material to use for rendering The process of drawing graphics to the screen (or to a render texture). The available options for a Material depend on which Shader the Material is using. Material An asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The Texture that represents the image to display (which must be imported as a Sprite). More info See in Glossary, while the Raw Image can accept any Texture. 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. However, the Image control requires its Texture to be a Sprite A 2D graphic objects. More info See in Glossary control, but offers more options for animating the image and accurately filling the control rectangle. This can be used for decoration, icons, and so on, and the image can also be changed from a script to reflect changes in other controls. The control is similar to the Raw Image A Visual UI Component that displays a non-interactive image to the user. You can use this for purposes such as decorations or icons, and you can change the image from a script to reflect changes in other controls. The Image control displays a non-interactive image to the user.
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