Specifies the method Unity uses to filter mipmaps and optimize image quality. Indicates whether to generate mipmaps for this texture. This property is therefore disabled by default, and you should enable it only if you require script access. Internally, Unity uses a copy of the Texture data for script access, which doubles the amount of memory required for the Texture. Indicates whether to access the texture data from scripts using Texture2D.SetPixels, Texture2D.GetPixels and other Texture2D methods. This helps to avoid filtering artifacts on the edges of the alpha channel if the alpha channel represents transparency. Indicates whether to dilate the color channels. Unity generates the alpha channel for the texture asset from the average values the texture source files RGB channels. Unity applies the alpha channel from the texture source file to the texture asset, if the texture source file has an alpha channel. The texture asset doesn’t have an alpha channel, whether or not the texture source file has one. Specifies how Unity generates the alpha value for the texture asset from the texture source file. If the texture stores information that you need the exact value for, like smoothness or metalness values, disable this property. Enable this property for non-HDR color textures such as albedo and specular color. Indicates whether the texture is in gamma space. For information about how to find and install packages in the Unity Package Manager, see Finding packages and Installing from the registry. Note: You need to install the 2D Sprite package in order to use the Sprite Editor. Note: This property is only visible when you set Sprite Mode to Single or Multiple.Ĭlick this button to define how you want Unity to separate the elements on an image with Multiple elements (to create sub-Assets) or refine the shape, size, and pivot position of a Polygon shape. Indicates whether to generate a default Physics Shape from the outline of the sprite if you don’t define a Custom Physics Shape. Note: This property is only visible when you set Sprite Mode to Single. Choose one of the pre-set options, or select Custom to set your own Pivot location in X and Y. The location in the image where the sprite’s local coordinate system originates. Note: Any Sprite that is smaller than 32x32 uses Full Rect, even when Tight is specified.Ĭontrols how much area to leave around the Sprite in the generated Mesh. The Mesh that Unity generates generally follows the shape of the Sprite. Note: This property is only visible when you set Spirte Mode to Single or Multiple.Ĭhoose this value to create a quad (four-sided polygon) to map the Sprite onto.Ĭhoose this value to generate a Mesh based on pixel alpha value. Specifies the mesh type for the sprite asset you want Unity to generate. The number of pixels of width/height in the Sprite image that correspond to one distance unit in world space. This property is visible only when you enable the Legacy Sprite Packer in your Project. Specify (by name) the Sprite Atlas which you want to pack this Texture into. More info See in Glossary from a single Tilesheet, or create the different parts of a character.Ĭhoose this value to clip the sprite texture according to the mesh defined in the Sprite Editor’s Sprite Custom Outline. For example, you can create animation frames from a single sheet with multiple poses, create Tiles A simple class that allows a sprite to be rendered on a Tilemap. You can then define the location of the elements in the Sprite Editor so that Unity knows how to split the image into different sub-assets. You can clip and edit the image in the Sprite Editor to refine it further, but Unity treats the Sprite generated from the texture source file as a single asset.Ĭhoose this value if the texture source file has several elements in the same image. Specifies how to extract the sprite graphic from the image. Properties Properties for the Sprite (2D and UI) Texture Type Property Unity locks Texture Shape to 2D for this texture type. 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 (2D and UI) texture type formats the texture asset so it’s suitable to use in 2D applications as a Sprite A 2D graphic objects.
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