![]() ![]() ![]() Set the render priority of the Sprite within its Sorting Layer. Select an existing Sorting Layer from the drop-down box, or create a new Sorting Layer. Set the Sorting Layer of the Sprite, which controls its priority during rendering. The maximum value is 1, which represents double the original Sprite’s scale. Use the slider to set the value between 0 and 1. When the scale of the changed dimensions meets the Stretch Value, the midsection begins to tile. In Adaptive mode, the Sprite texture stretches when its dimensions change, similar to Simple mode. In Continuous mode, the midsection tiles evenly when the Sprite dimensions change. Use Tile Mode to control the tiling behavior of the Sprite. You can also use the Rect Transform Tool to scale the Sprite while applying 9-slicing properties.īy default, this mode causes the middle of the 9-Sliced Sprite to tile instead of scale when its dimensions change. Select this mode if the Sprite is 9-sliced.Įnter the Sprite’s new Width and Height to scale the 9-sliced Sprite correctly. The entire image scales when its dimensions change. Select one of the following options from the drop-down box. More info See in Glossaryĭefine the Material used to render the Sprite texture.ĭefine how the Sprite scales when its dimensions change. Material An asset that defines how a surface should be rendered. A GameObject’s functionality is defined by the Components attached to it. This does not flip the Transform position of the GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. See the Color section below this table for examples.įlips the Sprite texture along the checked axis. Use the color picker to set the vertex color of the rendered Sprite texture. Click the small dot to the right to open the object picker window, and select from the list of available Sprite Assets.ĭefine the vertex color of the Sprite, which tints or recolors the Sprite’s image. Properties Sprite Renderer Inspector Propertyĭefine which Sprite texture the component should render. More info See in Glossary menu ( Component > Rendering > Sprite Renderer). Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. A GameObject can contain any number of components. You can also add the component to an existing GameObject via the Components A functional part of a GameObject. ![]() When you create a Sprite ( GameObject > 2D Object > Sprite), Unity automatically creates a GameObject with the Sprite Renderer component attached. More info See in Glossary for both 2D and 3D projects. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. More info See in Glossary and controls how it visually appears in a Scene A Scene contains the environments and menus of your game. 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. The Sprite Renderer component renders the Sprite A 2D graphic objects.
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