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Unity - Scripting API: Sprite.Create

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Declaration

public static

Sprite Create

(

Texture2D texture

,

Rect rect

,

Vector2 pivot

, float

pixelsPerUnit

, uint

extrude

,

SpriteMeshType meshType

,

Vector4 border

, bool

generateFallbackPhysicsShape

, SecondarySpriteTexture[]

secondaryTextures

);

Parameters Parameter Description texture The Texture to obtain the Sprite graphic from. rect The rectangular section of the Texture to use for the Sprite. pivot The Sprite's pivot point relative to its graphic rectangle. pixelsPerUnit The number of pixels in the Sprite that correspond to one unit in world space. extrude The amount by which the Sprite mesh should be expanded outwards. meshType The type of mesh that is generated for the Sprite. border The border sizes of the Sprite (X=left, Y=bottom, Z=right, W=top). generateFallbackPhysicsShape Whether to generate a default physics shape for the Sprite. secondaryTextures The Secondary Texture properties to be used by the created Sprite. Description

Create a new Sprite object.

Sprite.Create creates a new Sprite which can be used in game applications. A Texture needs to be loaded and assigned to Sprite.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 relative to the rect where Vector2(0.0f, 0.0f) is the bottom left and Vector2(1.0f, 1.0f) is the top right. 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 slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.

Additional resources: SpriteRenderer class.

// Create a Sprite at startup.
// 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; } } }

The following code example shows how to create a Sprite at startup with Secondary Texture properties.

using UnityEngine;

// Create a Sprite at startup with Secondary Textures properties

public class ExampleClass : MonoBehaviour { void Start() { var texture = new Texture2D(64, 64); var secondaryTexture1 = new Texture2D(64, 64); var secondaryTexture2 = new Texture2D(64, 64); var secondaryTexture3 = new Texture2D(64, 64); var secondarySpriteTexture = new[] { new SecondarySpriteTexture() { name = "_SecondaryTexture1", texture = secondaryTexture1 }, new SecondarySpriteTexture() { name = "_SecondaryTexture2", texture = secondaryTexture2 }, new SecondarySpriteTexture() { name = "_SecondaryTexture3", texture = secondaryTexture3 } };

var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100, 0, SpriteMeshType.FullRect, Vector4.zero, false, secondarySpriteTexture); int spriteSecondaryTextureCount = sprite.GetSecondaryTextureCount(); } }


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