More info See in Glossary system, not for the 2D SpriteRenderer. Note: Borders are only supported for the UI (User Interface) Allows a user to interact with your application. The Trim button next to the Slice menu item will resize the rectangle so that it fits tightly around the edge of the graphic based on transparency. You can choose from a number of default rectangle-relative positions (eg, Center, Top Right, etc) or use custom coordinates. There are also settings for the Sprite’s pivot, which Unity uses as the coordinate origin and main “anchor point” of the graphic. The borders are useful when 9-Slicing Sprites. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. A border width, for left, top, right and bottom can be specified in pixels The smallest unit in a computer image. The controls in the panel let you choose a name for the Sprite graphic and set the position and size of the rectangle by its coordinates. You’ll notice that when you have a rectangle selected, a panel appears in the bottom right of the window: Having isolated an element, you can add another by dragging a new rectangle in a separate part of the image. You can drag the handles or the edges of the rectangle to resize it around a specific element. If you click on the image, you will see a rectangular selection area appear with handles in the corners. The most direct way to use the editor is to identify the elements manually. Finally, the Apply and Revert buttons allow you to keep or discard any changes you have made. The most important control is the Slice menu at the top left, which gives you options for separating the elements of the image automatically. Moving the slider to the left reduces the resolution of the Sprite Texture. The right-most slider controls the pixelation (mipmap) of the Texture. The slider at the top right controls the zoom, while the color bar button to its left chooses whether you view the image itself or its alpha levels. Sprite EditorĪlong with the composite image, you will see a number of controls in the bar at the top of the window. Note: Set the Sprite Mode to Multiple in the Texture Import Inspector if your image has several elements. Project View Texture Import Inspector with Sprite Editor button Note: You can only see the Sprite Editor button if the Texture Type on the image you have selected is set to Sprite (2D and UI). ![]() More info See in Glossary (Fig 2: Texture Import Inspector) and the Sprite Editor displays (Fig 3: Sprite Editor). More info See in Glossary.Ĭlick on the Sprite Editor button in the Texture Import Inspector An Inspector that allows you to define how your images are imported from your project’s Assets folder into the Unity Editor. ![]() You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. Note that you can’t edit a Sprite by selecting it in the Scene View An interactive view into the world you are creating. Select the 2D image you want to edit from the Project View (Fig 1: Project View). (Texture Import Inspector image below.) Opening the Sprite Editor Sprite Textures with multiple elements need the Sprite Mode to be set to Multiple in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. 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. For information on importing and setting up Sprites, see Sprites A 2D graphic objects. Note: Make sure the graphic you want to edit has its Texture Type set to Sprite (2D and UI). Unity makes it easy to extract elements from a composite image by providing a Sprite Editor for the purpose. ![]() For example, the image could contain component parts of a single character, as with a car whose wheels move independently of the body. Sometimes a Sprite Texture contains just a single graphic element but it is often more convenient to combine several related graphics together into a single image.
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